217 lines
9.5 KiB
C
217 lines
9.5 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 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_SCP_BODYCORE
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#define PX_PHYSICS_SCP_BODYCORE
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#include "foundation/PxTransform.h"
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#include "ScRigidCore.h"
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#include "PxRigidDynamic.h"
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#include "PxvDynamics.h"
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#include "PxvConfig.h"
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#include "PsPool.h"
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namespace physx
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{
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class PxRigidBodyDesc;
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namespace Sc
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{
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class BodySim;
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struct SimStateData;
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struct KinematicTransform
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{
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PxTransform targetPose; // The body will move to this pose over the superstep following this getting set.
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PxU8 targetValid; // User set a kinematic target.
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PxU8 pad[2];
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PxU8 type;
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};
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class BodyCore : public RigidCore
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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//---------------------------------------------------------------------------------
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// Construction, destruction & initialization
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//---------------------------------------------------------------------------------
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public:
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// PX_SERIALIZATION
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BodyCore(const PxEMPTY) : RigidCore(PxEmpty), mCore(PxEmpty), mSimStateData(NULL) {}
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static void getBinaryMetaData(PxOutputStream& stream);
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void disableInternalCaching(bool disable);
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void restoreDynamicData();
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//~PX_SERIALIZATION
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BodyCore(PxActorType::Enum type, const PxTransform& bodyPose);
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/*virtual*/ ~BodyCore();
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//---------------------------------------------------------------------------------
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// External API
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//---------------------------------------------------------------------------------
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PX_FORCE_INLINE const PxTransform& getBody2World() const { return mCore.body2World; }
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void setBody2World(const PxTransform& p);
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PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { return mCore.linearVelocity; }
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void setLinearVelocity(const PxVec3& v);
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PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { return mCore.angularVelocity; }
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void setAngularVelocity(const PxVec3& v);
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PX_FORCE_INLINE void updateVelocities(const PxVec3& linearVelModPerStep, const PxVec3& angularVelModPerStep)
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{
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mCore.linearVelocity += linearVelModPerStep;
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mCore.angularVelocity += angularVelModPerStep;
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}
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PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return mCore.getBody2Actor(); }
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void setBody2Actor(const PxTransform& p);
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void addSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc);
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void setSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc);
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void clearSpatialAcceleration(bool force, bool torque);
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void addSpatialVelocity(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linVelDelta, const PxVec3* angVelDelta);
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void clearSpatialVelocity(bool force, bool torque);
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PX_FORCE_INLINE PxReal getMaxPenetrationBias() const { return mCore.maxPenBias; }
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PX_FORCE_INLINE void setMaxPenetrationBias(PxReal p) { mCore.maxPenBias = p; }
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PxReal getInverseMass() const;
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void setInverseMass(PxReal m);
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const PxVec3& getInverseInertia() const;
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void setInverseInertia(const PxVec3& i);
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PxReal getLinearDamping() const;
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void setLinearDamping(PxReal d);
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PxReal getAngularDamping() const;
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void setAngularDamping(PxReal d);
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PX_FORCE_INLINE PxRigidBodyFlags getFlags() const { return mCore.mFlags; }
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void setFlags(Ps::Pool<SimStateData>* simStateDataPool, PxRigidBodyFlags f);
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PX_FORCE_INLINE PxRigidDynamicLockFlags getRigidDynamicLockFlags() const { return mCore.lockFlags; }
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PX_FORCE_INLINE void setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags) { mCore.lockFlags = flags; }
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PX_FORCE_INLINE PxReal getSleepThreshold() const { return mCore.sleepThreshold; }
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void setSleepThreshold(PxReal t);
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PX_FORCE_INLINE PxReal getFreezeThreshold() const { return mCore.freezeThreshold; }
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void setFreezeThreshold(PxReal t);
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PX_FORCE_INLINE PxReal getMaxContactImpulse() const { return mCore.maxContactImpulse; }
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void setMaxContactImpulse(PxReal m);
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PxU32 getInternalIslandNodeIndex() const;
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PX_FORCE_INLINE PxReal getWakeCounter() const { return mCore.wakeCounter; }
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void setWakeCounter(PxReal wakeCounter, bool forceWakeUp=false);
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bool isSleeping() const;
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PX_FORCE_INLINE void wakeUp(PxReal wakeCounter) { setWakeCounter(wakeCounter, true); }
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void putToSleep();
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PxReal getMaxAngVelSq() const;
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void setMaxAngVelSq(PxReal v);
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PxReal getMaxLinVelSq() const;
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void setMaxLinVelSq(PxReal v);
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PX_FORCE_INLINE PxU16 getSolverIterationCounts() const { return mCore.solverIterationCounts; }
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void setSolverIterationCounts(PxU16 c);
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bool getKinematicTarget(PxTransform& p) const;
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bool getHasValidKinematicTarget() const;
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void setKinematicTarget(Ps::Pool<SimStateData>* simStateDataPool, const PxTransform& p, PxReal wakeCounter);
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void invalidateKinematicTarget();
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PX_FORCE_INLINE PxReal getContactReportThreshold() const { return mCore.contactReportThreshold; }
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void setContactReportThreshold(PxReal t) { mCore.contactReportThreshold = t; }
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void onOriginShift(const PxVec3& shift);
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//---------------------------------------------------------------------------------
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// Internal API
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//---------------------------------------------------------------------------------
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PX_FORCE_INLINE void setLinearVelocityInternal(const PxVec3& v) { mCore.linearVelocity = v; }
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PX_FORCE_INLINE void setAngularVelocityInternal(const PxVec3& v) { mCore.angularVelocity = v; }
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PX_FORCE_INLINE void setWakeCounterFromSim(PxReal c) { mCore.wakeCounter = c; }
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BodySim* getSim() const;
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PX_FORCE_INLINE PxsBodyCore& getCore() { return mCore; }
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PX_FORCE_INLINE const PxsBodyCore& getCore() const { return mCore; }
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PX_FORCE_INLINE PxReal getCCDAdvanceCoefficient() const { return mCore.ccdAdvanceCoefficient; }
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PX_FORCE_INLINE void setCCDAdvanceCoefficient(PxReal c) { mCore.ccdAdvanceCoefficient = c; }
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bool setupSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic, const bool targetValid = false);
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void tearDownSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic);
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bool checkSimStateKinematicStatus(bool) const;
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Ps::IntBool isFrozen() const;
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PX_FORCE_INLINE const SimStateData* getSimStateData(bool isKinematic) const { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
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PX_FORCE_INLINE SimStateData* getSimStateData(bool isKinematic) { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
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PX_FORCE_INLINE SimStateData* getSimStateData_Unchecked() const { return mSimStateData; }
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static PX_FORCE_INLINE BodyCore& getCore(PxsBodyCore& core)
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{
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size_t offset = PX_OFFSET_OF_RT(BodyCore, mCore);
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return *reinterpret_cast<BodyCore*>(reinterpret_cast<PxU8*>(&core) - offset);
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}
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void setKinematicLink(const bool value);
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private:
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void backup(SimStateData&);
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void restore();
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PX_ALIGN_PREFIX(16) PxsBodyCore mCore PX_ALIGN_SUFFIX(16);
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SimStateData* mSimStateData;
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};
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PxActor* getPxActorFromBodyCore(Sc::BodyCore* bodyCore, PxActorType::Enum& type);
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} // namespace Sc
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}
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#endif
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