// // 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. #ifndef PX_RIGID_BODY_ACCESS_GPU_H #define PX_RIGID_BODY_ACCESS_GPU_H #include "foundation/PxTransform.h" #include "foundation/PxStrideIterator.h" #include "GuGeometryUnion.h" namespace physx { class PxRigidBodyAccessGpu { public: struct ShapeProperties { PxTransform* ownerToWorld; PxTransform* shapeToOwner; Gu::GeometryUnion* geometry; }; struct BodyProperties { PxStrideIterator currentTransforms; PxStrideIterator previousTransforms; PxStrideIterator linearVelocities; PxStrideIterator angularVelocities; PxStrideIterator body2ActorTransforms; PxStrideIterator cpuBodyHandle; }; virtual void copyShapeProperties(ShapeProperties& shapeProperties, const size_t shape, const size_t body) const = 0; virtual void copyBodyProperties(BodyProperties& bodyProperties, const size_t* bodies, PxU32 numBodies) const = 0; }; } #endif // PX_RIGID_BODY_ACCESS_GPU_H