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PxsShapeSim.h
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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) 2008-2022 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 PXS_SHAPE_SIM_H
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#define PXS_SHAPE_SIM_H
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#include "PxsRigidBody.h"
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#include "PxNodeIndex.h"
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namespace
physx
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{
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struct
PxsShapeCore;
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struct
PxsShapeSim
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{
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PxsShapeSim
() : mShapeCore(NULL), mElementIndex_GPU(PX_INVALID_U32)
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{
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}
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PxsShapeCore
* mShapeCore;
// 4 or 8
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// NodeIndex used to look up BodySim in island manager
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PxNodeIndex
mBodySimIndex_GPU;
// 8 or 12 unique identified for body
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// ElementID - copy of ElementSim's getElementID()
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PxU32 mElementIndex_GPU;
// 12 or 16 transform cache and bound index
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};
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}
//physx
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#endif
physx::PxNodeIndex
PxNodeIndex.
Definition
PxNodeIndex.h:51
physx
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition
PxBoxController.h:39
physx::PxsShapeCore
Definition
PxvGeometry.h:221
physx::PxsShapeSim
Definition
PxsShapeSim.h:40
RavEngine
deps
physx
physx
source
lowlevel
software
include
PxsShapeSim.h
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