// 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. #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;