// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "ScbBase.h" using namespace physx; using namespace Scb; #include "ScbActor.h" #include "ScbRigidStatic.h" #include "ScbBody.h" #include "ScbParticleSystem.h" #include "ScbCloth.h" Actor::Offsets::Offsets() { const size_t staticOffset = reinterpret_cast(&(reinterpret_cast(0)->getScStatic())); const size_t bodyOffset = reinterpret_cast(&(reinterpret_cast(0)->getScBody())); scToScb[PxActorType::eRIGID_STATIC] = staticOffset; scToScb[PxActorType::eRIGID_DYNAMIC] = bodyOffset; scToScb[PxActorType::eARTICULATION_LINK] = bodyOffset; scbToSc[ScbType::eRIGID_STATIC] = staticOffset; scbToSc[ScbType::eBODY] = bodyOffset; scbToSc[ScbType::eBODY_FROM_ARTICULATION_LINK] = bodyOffset; #if PX_USE_PARTICLE_SYSTEM_API const size_t particleOffset = reinterpret_cast(&(reinterpret_cast(0)->getScParticleSystem())); scToScb[PxActorType::ePARTICLE_FLUID] = particleOffset; scToScb[PxActorType::ePARTICLE_SYSTEM] = particleOffset; scbToSc[ScbType::ePARTICLE_SYSTEM] = particleOffset; #endif #if PX_USE_CLOTH_API const size_t clothOffset = reinterpret_cast(&(reinterpret_cast(0)->getScCloth())); scToScb[PxActorType::eCLOTH] = clothOffset; scbToSc[ScbType::eCLOTH] = clothOffset; #endif } const Actor::Offsets Actor::sOffsets;