/* * Copyright (c) 2008-2017, 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. */ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once #include "PxVec4.h" #include "PxQuat.h" #include "PxVec3.h" #include "ApexUsingNamespace.h" namespace nvidia { namespace cloth { inline float (&array(PxVec3& v))[3] { return reinterpret_cast(v); } inline const float (&array(const PxVec3& v))[3] { return reinterpret_cast(v); } inline float (&array(PxVec4& v))[4] { return reinterpret_cast(v); } inline const float (&array(const PxVec4& v))[4] { return reinterpret_cast(v); } inline float (&array(PxQuat& q))[4] { return reinterpret_cast(q); } inline const float (&array(const PxQuat& q))[4] { return reinterpret_cast(q); } } // namespace cloth } // namespace nvidia