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PxsShapeSim.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PXS_SHAPE_SIM_H
30#define PXS_SHAPE_SIM_H
31
32#include "PxsRigidBody.h"
33#include "PxNodeIndex.h"
34
35namespace physx
36{
37struct PxsShapeCore;
38
40{
41
42 PxsShapeSim() : mShapeCore(NULL), mElementIndex_GPU(PX_INVALID_U32)
43 {
44 }
45
46 PxsShapeCore* mShapeCore; // 4 or 8
47
48 // NodeIndex used to look up BodySim in island manager
49 PxNodeIndex mBodySimIndex_GPU; // 8 or 12 unique identified for body
50
51 // ElementID - copy of ElementSim's getElementID()
52 PxU32 mElementIndex_GPU; // 12 or 16 transform cache and bound index
53};
54
55}//physx
56
57#endif
PxNodeIndex.
Definition PxNodeIndex.h:51
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition PxvGeometry.h:221
Definition PxsShapeSim.h:40