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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/ApexNameSpace.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/include/ApexNameSpace.h')
| -rw-r--r-- | APEX_1.4/include/ApexNameSpace.h | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/APEX_1.4/include/ApexNameSpace.h b/APEX_1.4/include/ApexNameSpace.h new file mode 100644 index 00000000..32c3ca97 --- /dev/null +++ b/APEX_1.4/include/ApexNameSpace.h @@ -0,0 +1,110 @@ +/* + * 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 |