// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_H #define APEX_H /** \file \brief The top level include file for all of the APEX API. Include this whenever you want to use anything from the APEX API in a source file. */ #include "foundation/Px.h" #include "ApexUsingNamespace.h" namespace NvParameterized { class Traits; class Interface; class Serializer; }; #include "foundation/PxPreprocessor.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxAssert.h" #include "foundation/PxBounds3.h" #include "foundation/PxVec2.h" #include "foundation/PxVec3.h" // APEX public API: // In general, APEX public headers will not be included 'alone', so they // should not include their prerequisites. #include "ApexDefs.h" #include "ApexDesc.h" #include "ApexInterface.h" #include "ApexSDK.h" #include "Actor.h" #include "Context.h" #include "ApexNameSpace.h" #include "PhysXObjectDesc.h" #include "RenderDataProvider.h" #include "Renderable.h" #include "AssetPreview.h" #include "Asset.h" #include "RenderContext.h" #include "Scene.h" #include "ApexSDKCachedData.h" #include "IProgressListener.h" #include "Module.h" #include "IosAsset.h" #include "RenderDataFormat.h" #include "RenderBufferData.h" #include "UserRenderResourceManager.h" #include "UserRenderVertexBufferDesc.h" #include "UserRenderInstanceBufferDesc.h" #include "UserRenderSpriteBufferDesc.h" #include "UserRenderIndexBufferDesc.h" #include "UserRenderBoneBufferDesc.h" #include "UserRenderResourceDesc.h" #include "UserRenderSurfaceBufferDesc.h" #include "UserRenderSurfaceBuffer.h" #include "UserRenderResource.h" #include "UserRenderVertexBuffer.h" #include "UserRenderInstanceBuffer.h" #include "UserRenderSpriteBuffer.h" #include "UserRenderIndexBuffer.h" #include "UserRenderBoneBuffer.h" #include "UserRenderer.h" #include "VertexFormat.h" #include "RenderMesh.h" #include "RenderMeshActorDesc.h" #include "RenderMeshActor.h" #include "RenderMeshAsset.h" #include "ResourceCallback.h" #include "ResourceProvider.h" #endif // APEX_H