# 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) 2018 NVIDIA Corporation. All rights reserved. @0xaffe4498f275ee58; using Cxx = import "/capnp/c++.capnp"; using LL = import "NvBlastExtLlSerialization.capn"; $Cxx.namespace("Nv::Blast::Serialization"); struct TkAsset { assetLL @0 :LL.Asset; jointDescs @1 :List(TkAssetJointDesc); } struct TkAssetJointDesc { nodeIndices @0 :List(UInt32); attachPositions @1 :List(PxVec3); } struct PxVec3 { x @0 :Float32; y @1 :Float32; z @2 :Float32; }