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# 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) 2020 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;
}
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