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ScShapeSim.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
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6// * Redistributions in binary form must reproduce the above copyright
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13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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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 SC_SHAPE_SIM_H
30#define SC_SHAPE_SIM_H
31
32#include "ScElementSim.h"
33#include "ScShapeCore.h"
34#include "ScRigidSim.h"
35#include "PxsShapeSim.h"
36#include "ScShapeSimBase.h"
37
38namespace physx
39{
40 class PxsTransformCache;
41
46struct PxsRigidCore;
47
48namespace Sc
49{
50 class RigidSim;
51 class ShapeCore;
52 class BodySim;
53
54 class ShapeSim : public ShapeSimBase
55 {
56 ShapeSim &operator=(const ShapeSim &);
57 public:
58
59 // passing in a pointer for the shape to output its bounds allows us not to have to compute them twice.
60 // A neater way to do this would be to ask the AABB Manager for the bounds after the shape has been
61 // constructed, but there is currently no spec for what the AABBMgr is allowed to do with the bounds,
62 // hence better not to assume anything.
63
65 ~ShapeSim();
66 private:
67 };
68
69#if !PX_P64_FAMILY
70// PX_COMPILE_TIME_ASSERT(32==sizeof(Sc::ShapeSim)); // after removing bounds from shapes
71// PX_COMPILE_TIME_ASSERT((sizeof(Sc::ShapeSim) % 16) == 0); // aligned mem bounds are better for prefetching
72#endif
73
74} // namespace Sc
75
76}
77
78#endif
Definition ScRigidSim.h:42
Definition ScShapeCore.h:46
Definition ScShapeSimBase.h:54
Definition ScShapeSim.h:55
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39