| 1 | // | 
| 2 | // Redistribution and use in source and binary forms, with or without | 
| 3 | // modification, are permitted provided that the following conditions | 
| 4 | // are met: | 
| 5 | //  * Redistributions of source code must retain the above copyright | 
| 6 | //    notice, this list of conditions and the following disclaimer. | 
| 7 | //  * Redistributions in binary form must reproduce the above copyright | 
| 8 | //    notice, this list of conditions and the following disclaimer in the | 
| 9 | //    documentation and/or other materials provided with the distribution. | 
| 10 | //  * Neither the name of NVIDIA CORPORATION nor the names of its | 
| 11 | //    contributors may be used to endorse or promote products derived | 
| 12 | //    from this software without specific prior written permission. | 
| 13 | // | 
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY | 
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | 
| 17 | // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR | 
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | 
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | 
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | 
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | 
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
| 25 | // | 
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. | 
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. | 
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.   | 
| 29 |  | 
| 30 | #ifndef GU_CONTACT_POINT_H | 
| 31 | #define GU_CONTACT_POINT_H | 
| 32 |  | 
| 33 | /** \addtogroup geomutils | 
| 34 | @{ | 
| 35 | */ | 
| 36 |  | 
| 37 | #include "foundation/PxVec3.h" | 
| 38 |  | 
| 39 | namespace physx | 
| 40 | { | 
| 41 | namespace Gu | 
| 42 | { | 
| 43 |  | 
| 44 | struct ContactPoint | 
| 45 | { | 
| 46 | 	/** | 
| 47 | 	\brief The normal of the contacting surfaces at the contact point. | 
| 48 |  | 
| 49 | 	For two shapes s0 and s1, the normal points in the direction that s0 needs to move in to resolve the contact with s1. | 
| 50 | 	*/ | 
| 51 | 	PX_ALIGN(16, PxVec3	normal); | 
| 52 | 	/** | 
| 53 | 	\brief The separation of the shapes at the contact point.  A negative separation denotes a penetration. | 
| 54 | 	*/ | 
| 55 | 	PxReal	separation; | 
| 56 |  | 
| 57 | 	/** | 
| 58 | 	\brief The point of contact between the shapes, in world space.  | 
| 59 | 	*/ | 
| 60 | 	PX_ALIGN(16, PxVec3	point);	 | 
| 61 |  | 
| 62 | 	/** | 
| 63 | 	\brief The max impulse permitted at this point | 
| 64 | 	*/ | 
| 65 | 	PxReal maxImpulse; | 
| 66 |  | 
| 67 | 	PX_ALIGN(16, PxVec3 targetVel); | 
| 68 |  | 
| 69 | 	/** | 
| 70 | 	\brief The static friction coefficient | 
| 71 | 	*/ | 
| 72 | 	PxReal staticFriction; | 
| 73 |  | 
| 74 | 	/** | 
| 75 | 	\brief Material flags for this contact (eDISABLE_FRICTION, eDISABLE_STRONG_FRICTION). @see PxMaterialFlag | 
| 76 | 	*/ | 
| 77 | 	PxU8 materialFlags; | 
| 78 |  | 
| 79 | 	/** | 
| 80 | 	\brief internal structure used for internal use only | 
| 81 | 	*/ | 
| 82 | 	PxU16 forInternalUse; | 
| 83 |  | 
| 84 | 	/** | 
| 85 | 	\brief The surface index of shape 1 at the contact point.  This is used to identify the surface material. | 
| 86 |  | 
| 87 | 	\note This field is only supported by triangle meshes and heightfields, else it will be set to PXC_CONTACT_NO_FACE_INDEX. | 
| 88 | 	\note This value must be directly after internalFaceIndex0 in memory | 
| 89 | 	*/ | 
| 90 |  | 
| 91 | 	PxU32   internalFaceIndex1; | 
| 92 |  | 
| 93 | 	/** | 
| 94 | 	\brief The dynamic friction coefficient | 
| 95 | 	*/ | 
| 96 | 	PxReal dynamicFriction; | 
| 97 | 	/** | 
| 98 | 	\brief The restitution coefficient | 
| 99 | 	*/ | 
| 100 | 	PxReal restitution; | 
| 101 |  | 
| 102 | }; | 
| 103 |  | 
| 104 | } | 
| 105 |  | 
| 106 | } | 
| 107 |  | 
| 108 | /** @} */ | 
| 109 | #endif | 
| 110 |  |