// 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) 2008-2017 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 PT_GPU_RIGID_BODY_ACCESS_H #define PT_GPU_RIGID_BODY_ACCESS_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #if PX_SUPPORT_GPU_PHYSX #include "PxRigidBodyAccessGpu.h" #include "PsUserAllocated.h" namespace physx { namespace Pt { class BodyTransformVault; class RigidBodyAccessGpu : public Ps::UserAllocated, public PxRigidBodyAccessGpu { public: virtual void copyShapeProperties(ShapeProperties& shapeProperties, const size_t shape, const size_t body) const; virtual void copyBodyProperties(BodyProperties& bodyProperties, const size_t* bodies, PxU32 numBodies) const; public: RigidBodyAccessGpu(const BodyTransformVault& transformVault) : mTransformVault(transformVault) { } virtual ~RigidBodyAccessGpu() { } private: RigidBodyAccessGpu& operator=(const RigidBodyAccessGpu&); const BodyTransformVault& mTransformVault; }; } // namespace Pt } // namespace physx #endif // PX_SUPPORT_GPU_PHYSX #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_GPU_RIGID_BODY_ACCESS_H