1/*
2 * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
3 *
4 * NVIDIA CORPORATION and its licensors retain all intellectual property
5 * and proprietary rights in and to this software, related documentation
6 * and any modifications thereto. Any use, reproduction, disclosure or
7 * distribution of this software and related documentation without an express
8 * license agreement from NVIDIA CORPORATION is strictly prohibited.
9 */
10// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
11// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
12
13
14#ifndef PX_PHYSICS_NX_FORCE_MODE
15#define PX_PHYSICS_NX_FORCE_MODE
16
17/** \addtogroup physics
18@{
19*/
20
21#ifndef PX_DOXYGEN
22namespace physx
23{
24#endif
25
26/**
27\brief Parameter to addForce() and addTorque() calls, determines the exact operation that is carried out.
28
29@see PxRigidBody.addForce() PxRigidBody.addTorque()
30*/
31struct PxForceMode
32{
33 enum Enum
34 {
35 eFORCE, //!< parameter has unit of mass * distance/ time^2, i.e. a force
36 eIMPULSE, //!< parameter has unit of mass * distance /time
37 eVELOCITY_CHANGE, //!< parameter has unit of distance / time, i.e. the effect is mass independent: a velocity change.
38 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.
39 };
40};
41
42#ifndef PX_DOXYGEN
43} // namespace physx
44#endif
45
46/** @} */
47#endif
48