Revision control
- //
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
- // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2008-2026 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
-
-
- #ifndef DY_CORRELATIONBUFFER_H
- #define DY_CORRELATIONBUFFER_H
+ #ifndef DY_CORRELATION_BUFFER_H
+ #define DY_CORRELATION_BUFFER_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "foundation/PxTransform.h"
#include "foundation/PxBounds3.h"
- #include "geomutils/GuContactBuffer.h"
+ #include "geomutils/PxContactBuffer.h"
- #include "PxvConfig.h"
+ #include "PxPhysXConfig.h"
#include "DyFrictionPatch.h"
namespace physx
{
-
- struct PxcNpWorkUnit;
- struct PxsMaterialInfo;
-
namespace Dy
{
-
struct CorrelationBuffer
{
static const PxU32 MAX_FRICTION_PATCHES = 32;
static const PxU16 LIST_END = 0xffff;
struct ContactPatchData
{
- PxU16 start;
- PxU16 next;
- PxU8 flags;
- PxU8 count;
- PxReal staticFriction, dynamicFriction, restitution;
- PxBounds3 patchBounds;
+ PxBounds3 patchBounds;
+ PxU32 boundsPadding;
+
+ PxReal staticFriction;
+ PxReal dynamicFriction;
+ PxReal restitution;
+ PxU16 start;
+ PxU16 next;
+ PxU8 flags;
+ PxU8 count;
};
// we can have as many contact patches as contacts, unfortunately
- ContactPatchData contactPatches[Gu::ContactBuffer::MAX_CONTACTS];
+ ContactPatchData PX_ALIGN(16, contactPatches[PxContactBuffer::MAX_CONTACTS]);
- FrictionPatch PX_ALIGN(16, frictionPatches[MAX_FRICTION_PATCHES]);
+ FrictionPatch PX_ALIGN(16, frictionPatches[MAX_FRICTION_PATCHES]);
PxVec3 PX_ALIGN(16, frictionPatchWorldNormal[MAX_FRICTION_PATCHES]);
- PxBounds3 patchBounds[MAX_FRICTION_PATCHES];
+ PxBounds3 patchBounds[MAX_FRICTION_PATCHES];
PxU32 frictionPatchContactCounts[MAX_FRICTION_PATCHES];
PxU32 correlationListHeads[MAX_FRICTION_PATCHES+1];
// contact IDs are only used to identify auxiliary contact data when velocity
// targets have been set.
PxU16 contactID[MAX_FRICTION_PATCHES][2];
- PxU32 contactPatchCount, frictionPatchCount;
-
+ PxU32 contactPatchCount, frictionPatchCount;
};
- bool createContactPatches(CorrelationBuffer& fb, const Gu::ContactPoint* cb, PxU32 contactCount, PxReal normalTolerance);
+ bool createContactPatches(CorrelationBuffer& fb, const PxContactPoint* cb, PxU32 contactCount, PxReal normalTolerance);
bool correlatePatches(CorrelationBuffer& fb,
- const Gu::ContactPoint* cb,
+ const PxContactPoint* cb,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxReal normalTolerance,
PxU32 startContactPatchIndex,
PxU32 startFrictionPatchIndex);
void growPatches(CorrelationBuffer& fb,
- const Gu::ContactPoint* buffer,
+ const PxContactPoint* buffer,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
- PxReal normalTolerance,
PxU32 frictionPatchStartIndex,
PxReal frictionOffsetThreshold);
}
}
- #endif //DY_CORRELATIONBUFFER_H
+ #endif