RavEngine
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ScShapeSim.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 SC_SHAPE_SIM_H
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#define SC_SHAPE_SIM_H
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#include "ScElementSim.h"
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#include "ScShapeCore.h"
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#include "ScRigidSim.h"
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#include "PxsShapeSim.h"
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#include "ScShapeSimBase.h"
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namespace
physx
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{
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class
PxsTransformCache;
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struct
PxsRigidCore;
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namespace
Sc
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{
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class
RigidSim;
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class
ShapeCore;
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class
BodySim;
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class
ShapeSim
:
public
ShapeSimBase
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{
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ShapeSim
&operator=(
const
ShapeSim
&);
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public
:
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// passing in a pointer for the shape to output its bounds allows us not to have to compute them twice.
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// A neater way to do this would be to ask the AABB Manager for the bounds after the shape has been
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// constructed, but there is currently no spec for what the AABBMgr is allowed to do with the bounds,
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// hence better not to assume anything.
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ShapeSim
(
RigidSim
&,
ShapeCore
& core);
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~ShapeSim
();
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private
:
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};
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#if !PX_P64_FAMILY
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// PX_COMPILE_TIME_ASSERT(32==sizeof(Sc::ShapeSim)); // after removing bounds from shapes
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// PX_COMPILE_TIME_ASSERT((sizeof(Sc::ShapeSim) % 16) == 0); // aligned mem bounds are better for prefetching
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#endif
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}
// namespace Sc
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}
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#endif
physx::Sc::RigidSim
Definition
ScRigidSim.h:42
physx::Sc::ShapeCore
Definition
ScShapeCore.h:46
physx::Sc::ShapeSimBase
Definition
ScShapeSimBase.h:54
physx::Sc::ShapeSim
Definition
ScShapeSim.h:55
physx
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition
PxBoxController.h:39
RavEngine
deps
physx
physx
source
simulationcontroller
src
ScShapeSim.h
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