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// SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
// SPDX-License-Identifier: Apache-2.0
#ifndef DY_DEFORMABLE_BODY_CORE_H
#define DY_DEFORMABLE_BODY_CORE_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxTransform.h"
#include "foundation/PxArray.h"
namespace physx
{
namespace Dy
{
struct DeformableBodyCore
{
public:
PxReal linearDamping;
PxReal settlingThreshold;
PxReal sleepThreshold;
PxReal settlingDamping;
PxReal selfCollisionFilterDistance;
PxReal selfCollisionStressTolerance;
PxReal maxLinearVelocity;
PxReal maxPenetrationBias;
PxU16 solverIterationCounts; //vel iters are in low word and pos iters in high word.
PxArray<PxU16> materialHandles;
PxReal wakeCounter;
PxDeformableBodyFlags bodyFlags;
PxActorFlags actorFlags;
bool dirty;
DeformableBodyCore()
: linearDamping(0.05f)
, settlingThreshold(0.1f)
, sleepThreshold(0.05f)
, settlingDamping(10.f)
, selfCollisionFilterDistance(0.1f)
, selfCollisionStressTolerance(0.9f)
, maxLinearVelocity(PX_MAX_REAL) // see Sc::BodyCore::BodyCore
, maxPenetrationBias(-1e32f) // see PxsBodyCore::init
, solverIterationCounts(0)
, wakeCounter(0)
, bodyFlags(0)
, actorFlags(0)
, dirty(false)
{
}
};
} // namespace Dy
} // namespace physx
#endif