27#ifndef DY_SOLVER_BODY_H
28#define DY_SOLVER_BODY_H
30#include "foundation/PxVec3.h"
31#include "foundation/PxTransform.h"
32#include "foundation/PxMat33.h"
33#include "CmSpatialVector.h"
34#include "solver/PxSolverDefs.h"
50 return PxVec3( v.x == 0.0f ? 0.0f :
PxSqrt(v.x),
51 v.y == 0.0f ? 0.0f :
PxSqrt(v.y),
52 v.z == 0.0f ? 0.0f :
PxSqrt(v.z));
55void copyToSolverBodyData(
const PxVec3& linearVelocity,
const PxVec3& angularVelocity,
const PxReal invMass,
const PxVec3& invInertia,
const PxTransform& globalPose,
56 const PxReal maxDepenetrationVelocity,
const PxReal maxContactImpulse,
const PxU32 nodeIndex,
const PxReal reportThreshold, PxSolverBodyData& solverBodyData, PxU32 lockFlags,
57 const PxReal dt,
bool gyroscopicForces);
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146