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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/ApexNameSpace.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+#ifndef APEX_NAME_SPACE_H
+#define APEX_NAME_SPACE_H
+
+#include "ApexUsingNamespace.h"
+
+/*!
+\file
+\brief Defines APEX namespace strings
+
+These are predefined framework namespaces in the named resource provider
+*/
+
+/*!
+\brief A namespace for names of collision groups (CollisionGroup).
+
+Each name in this namespace must map to a 5-bit integer in the range [0..31] (stored in a void*).
+The NRP will not automatically generate release requests for names in this namespace.
+*/
+#define APEX_COLLISION_GROUP_NAME_SPACE "NSCollisionGroup"
+
+/*!
+\brief A namespace for names of GroupsMasks
+
+Each name in this namespace must map to a pointer to a persistent 128-bit GroupsMask type.
+The NRP will not automatically generate release requests for names in this namespace.
+*/
+#define APEX_COLLISION_GROUP_128_NAME_SPACE "NSCollisionGroup128"
+
+/*!
+\brief A namespace for names of GroupsMasks64
+
+Each name in this namespace must map to a pointer to a persistent 64-bit GroupsMask64 type.
+The NRP will not automatically generate release requests for names in this namespace.
+*/
+#define APEX_COLLISION_GROUP_64_NAME_SPACE "NSCollisionGroup64"
+
+/*!
+\brief A namespace for names of collision group masks
+
+Each name in this namespace must map to a 32-bit integer (stored in a void*), wherein each
+bit represents a collision group (CollisionGroup). The NRP will not automatically generate
+release requests for names in this namespace.
+*/
+#define APEX_COLLISION_GROUP_MASK_NAME_SPACE "NSCollisionGroupMask"
+
+/*!
+\brief Internal namespace for authorable asset types
+
+For examples, there are entries in this namespace for "ApexRenderMesh", "NxClothingAsset",
+"DestructibleAsset", etc...
+The values stored in this namespace are the namespace IDs of the authorable asset types.
+So if your module needs to get a pointer to a FooAsset created by module Foo, you can ask
+the ApexSDK for that asset's namespace ID.
+*/
+#define APEX_AUTHORABLE_ASSETS_TYPES_NAME_SPACE "AuthorableAssetTypes"
+
+/*!
+\brief Internal namespace for parameterized authorable assets
+*/
+#define APEX_NV_PARAM_AUTH_ASSETS_TYPES_NAME_SPACE "NvParamAuthorableAssetTypes"
+
+/*!
+\brief A namespace for graphical material names
+
+Each name in this namespace maps to a pointer to a game-engine defined graphical material data
+structure. APEX does not interpret or dereference this pointer in any way. APEX provides this
+pointer to the UserRenderResource::setMaterial(void *material) callback to the rendering engine.
+This mapping allows APEX assets to refer to game engine materials (e.g.: texture maps and shader
+programs) without imposing any limitations on what a game engine graphical material can contain.
+The NRP will not automatically generate release requests for names in this namespace.
+*/
+#define APEX_MATERIALS_NAME_SPACE "ApexMaterials"
+
+/*!
+\brief A namespace for volumetric rendering material names
+
+*/
+#define APEX_VOLUME_RENDER_MATERIALS_NAME_SPACE "ApexVolumeRenderMaterials"
+
+
+/*!
+\brief A namespace for physical material names
+
+Each name in this namespace maps to MaterialID, which is a data type defined
+by the PhysX SDK. The NRP will not automatically generate release requests for
+names in this namespace.
+*/
+#define APEX_PHYSICS_MATERIAL_NAME_SPACE "NSPhysicalMaterial"
+
+/*!
+\brief A namespace for custom vertex buffer semantics names
+
+Each name in this namespace maps to a pointer to a game-engine defined data structure identifying
+a custom vertex buffer semantic. APEX does not interpret or dereference this pointer in any way.
+APEX provides an array of these pointers in UserRenderVertexBufferDesc::customBuffersIdents,
+which is passed the rendering engine when requesting allocation of vertex buffers.
+*/
+#define APEX_CUSTOM_VB_NAME_SPACE "NSCustomVBNames"
+
+#endif // APEX_NAME_SPACE_H