00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 #ifndef GU_CONTACT_POINT_H 00031 #define GU_CONTACT_POINT_H 00032 00037 #include "foundation/PxVec3.h" 00038 00039 namespace physx 00040 { 00041 namespace Gu 00042 { 00043 00044 struct ContactPoint 00045 { 00051 PX_ALIGN(16, PxVec3 normal); 00055 PxReal separation; 00056 00060 PX_ALIGN(16, PxVec3 point); 00061 00065 PxReal maxImpulse; 00066 00067 PX_ALIGN(16, PxVec3 targetVel); 00068 00072 PxReal staticFriction; 00073 00077 PxU8 materialFlags; 00078 00082 PxU16 forInternalUse; 00083 00091 PxU32 internalFaceIndex1; 00092 00096 PxReal dynamicFriction; 00100 PxReal restitution; 00101 00102 }; 00103 00104 } 00105 00106 } 00107 00109 #endif