6e8fbca745
match the genesis editor version 1.3.0.653.
65 lines
2.5 KiB
C++
65 lines
2.5 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NX_FORCE_MODE
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#define PX_PHYSICS_NX_FORCE_MODE
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/** \addtogroup physics
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@{
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*/
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Parameter to addForce() and addTorque() calls, determines the exact operation that is carried out.
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@see PxRigidBody.addForce() PxRigidBody.addTorque()
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*/
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struct PxForceMode
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{
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enum Enum
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{
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eFORCE, //!< parameter has unit of mass * distance/ time^2, i.e. a force
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eIMPULSE, //!< parameter has unit of mass * distance /time
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eVELOCITY_CHANGE, //!< parameter has unit of distance / time, i.e. the effect is mass independent: a velocity change.
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eACCELERATION //!< parameter has unit of distance/ time^2, i.e. an acceleration. It gets treated just like a force except the mass is not divided out before integration.
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};
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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