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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 /PhysX_3.4/Source/PhysX/src/buffering/ScbNpDeps.h
downloadphysx-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]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_PHYSICS_SCB_NPDEPS
+#define PX_PHYSICS_SCB_NPDEPS
+
+namespace physx
+{
+
+// The Scb layer needs to delete the owning Np objects, but we don't want to include the Np headers
+// necessary to find their addresses. So we use link-level dependencies instead.
+
+namespace Scb
+{
+ class Base;
+ class Shape;
+ class RigidObject;
+ class Constraint;
+ class Scene;
+ class ArticulationJoint;
+ class Articulation;
+ class RigidStatic;
+ class Body;
+}
+
+namespace Sc
+{
+ class RigidCore;
+}
+
+class PxScene;
+
+extern void NpDestroy(Scb::Base&);
+
+// we want to get the pointer to the rigid object that owns a shape, and the two actor pointers for a constraint, so that we don't
+// duplicate the scene graph in Scb
+
+extern PxU32 NpRigidStaticGetShapes(Scb::RigidStatic& rigid, void* const *&shapes);
+extern PxU32 NpRigidDynamicGetShapes(Scb::Body& body, void* const *&shapes);
+extern size_t NpShapeGetScPtrOffset();
+extern void NpShapeIncRefCount(Scb::Shape& shape);
+extern void NpShapeDecRefCount(Scb::Shape& shape);
+
+extern Sc::RigidCore* NpShapeGetScRigidObjectFromScbSLOW(const Scb::Shape &);
+extern void NpConstraintGetRigidObjectsFromScb(const Scb::Constraint&, Scb::RigidObject*&, Scb::RigidObject*&);
+extern void NpArticulationJointGetBodiesFromScb(Scb::ArticulationJoint&, Scb::Body*&, Scb::Body*&);
+extern Scb::Body* NpArticulationGetRootFromScb(Scb::Articulation&);
+}
+
+#endif