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DySolverConstraint1D4.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
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5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
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9// * Neither the name of NVIDIA CORPORATION nor the names of its
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12//
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24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef DY_SOLVER_CONSTRAINT_1D4_H
30#define DY_SOLVER_CONSTRAINT_1D4_H
31
32#include "foundation/PxVec3.h"
33#include "PxvConfig.h"
34#include "DyArticulationUtils.h"
35#include "DySolverConstraint1D.h"
36
37namespace physx
38{
39
40namespace Dy
41{
42
44{
45 PxU8 type; // enum SolverConstraintType - must be first byte
46 PxU8 pad0[3];
47 //These counts are the max of the 4 sets of data.
48 //When certain pairs have fewer constraints than others, they are padded with 0s so that no work is performed but
49 //calculations are still shared (afterall, they're computationally free because we're doing 4 things at a time in SIMD)
50 PxU32 count;
51 PxU8 count0, count1, count2, count3;
52 PxU8 break0, break1, break2, break3;
53
54 Vec4V linBreakImpulse;
55 Vec4V angBreakImpulse;
56 Vec4V invMass0D0;
57 Vec4V invMass1D1;
58 Vec4V angD0;
59 Vec4V angD1;
60
61 Vec4V body0WorkOffsetX;
62 Vec4V body0WorkOffsetY;
63 Vec4V body0WorkOffsetZ;
64};
65
67{
68public:
69 Vec4V lin0X;
70 Vec4V lin0Y;
71 Vec4V lin0Z;
72 Vec4V ang0X;
73 Vec4V ang0Y;
74 Vec4V ang0Z;
75 Vec4V ang0WritebackX;
76 Vec4V ang0WritebackY;
77 Vec4V ang0WritebackZ;
78 Vec4V constant;
79 Vec4V unbiasedConstant;
80 Vec4V velMultiplier;
81 Vec4V impulseMultiplier;
82 Vec4V minImpulse;
83 Vec4V maxImpulse;
84 Vec4V appliedForce;
85 PxU32 flags[4];
86};
87
89
91{
92 Vec4V lin1X;
93 Vec4V lin1Y;
94 Vec4V lin1Z;
95 Vec4V ang1X;
96 Vec4V ang1Y;
97 Vec4V ang1Z;
98};
100
101}
102
103}
104
105#endif
#define PX_COMPILE_TIME_ASSERT(exp)
Definition PxPreprocessor.h:428
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition DySolverConstraint1D4.h:67
Definition DySolverConstraint1D4.h:91
Definition DySolverConstraint1D4.h:44
Definition PxVecMathAoSScalar.h:65