// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef SAMPLE_H #define SAMPLE_H #include "PxTransform.h" #include #include struct AssetList { struct BoxAsset { BoxAsset() : staticHeight(-std::numeric_limits().infinity()), jointAllBonds(false), extents(20, 20, 20), bondFlags(7) {} struct Level { Level() :x(0), y(0), z(0), isSupport(0) {}; int x, y, z; bool isSupport; }; std::string id; std::string name; physx::PxVec3 extents; float staticHeight; bool jointAllBonds; std::vector levels; uint32_t bondFlags; }; struct ModelAsset { ModelAsset() : isSkinned(false), transform(physx::PxIdentity) {} std::string id; std::string file; std::string name; physx::PxTransform transform; bool isSkinned; }; struct CompositeAsset { CompositeAsset() : transform(physx::PxIdentity) {} struct AssetRef { std::string id; physx::PxTransform transform; }; struct Joint { int32_t assetIndices[2]; uint32_t chunkIndices[2]; physx::PxVec3 attachPositions[2]; }; std::string id; std::string name; physx::PxTransform transform; std::vector assetRefs; std::vector joints; }; std::vector models; std::vector composites; std::vector boxes; }; struct SampleConfig { std::wstring sampleName; std::string assetsFile; std::vector additionalResourcesDir; AssetList additionalAssetList; }; int runSample(const SampleConfig& config); #endif //SAMPLE_H