1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPhysXCommonConfig.h Source File</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
</head>
<body bgcolor="#FFFFFF">
<div id="header">
<hr class="first">
<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
<center>
<a class="qindex" href="main.html">Main Page</a>
<a class="qindex" href="hierarchy.html">Class Hierarchy</a>
<a class="qindex" href="annotated.html">Compound List</a>
<a class="qindex" href="functions.html">Compound Members</a>
</center>
<hr class="second">
</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxPhysXCommonConfig.h</h1><a href="PxPhysXCommonConfig_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span>
<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span>
<a name="l00003"></a>00003 <span class="comment">//</span>
<a name="l00004"></a>00004 <span class="comment">// Notice</span>
<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span>
<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span>
<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span>
<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span>
<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span>
<a name="l00010"></a>00010 <span class="comment">//</span>
<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span>
<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span>
<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span>
<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span>
<a name="l00015"></a>00015 <span class="comment">//</span>
<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span>
<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span>
<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span>
<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span>
<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span>
<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span>
<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span>
<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span>
<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span>
<a name="l00029"></a>00029
<a name="l00030"></a>00030
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_COMMON_NX</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_COMMON_NX</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="Px_8h.html">foundation/Px.h</a>"</span>
<a name="l00038"></a>00038
<a name="l00039"></a>00039 <span class="comment">/*Disable support for VS2017 prior version 15.5.1 for windows platform, because of a compiler bug:</span>
<a name="l00040"></a>00040 <span class="comment">https://developercommunity.visualstudio.com/content/problem/66047/possible-compiler-bug.html</span>
<a name="l00041"></a>00041 <span class="comment">*/</span>
<a name="l00042"></a>00042 <span class="preprocessor">#if (PX_VC == 15) && PX_WINDOWS && (_MSC_FULL_VER < 191225830)</span>
<a name="l00043"></a>00043 <span class="preprocessor"></span><span class="preprocessor">#error Visual studio 2017 prior to 15.5.1 is not supported because of a compiler bug.</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00045"></a>00045 <span class="preprocessor"></span>
<a name="l00046"></a>00046 <span class="comment">// define API function declaration (public API only needed because of extensions)</span>
<a name="l00047"></a>00047 <span class="preprocessor">#if defined PX_PHYSX_STATIC_LIB || defined PX_PHYSX_CORE_STATIC_LIB</span>
<a name="l00048"></a>00048 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_CORE_API</span>
<a name="l00049"></a>00049 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00050"></a>00050 <span class="preprocessor"></span><span class="preprocessor"> #if PX_WINDOWS</span>
<a name="l00051"></a>00051 <span class="preprocessor"></span><span class="preprocessor"> #if defined PX_PHYSX_CORE_EXPORTS</span>
<a name="l00052"></a>00052 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_CORE_API __declspec(dllexport)</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span><span class="preprocessor"> #else</span>
<a name="l00054"></a>00054 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_CORE_API __declspec(dllimport)</span>
<a name="l00055"></a>00055 <span class="preprocessor"></span><span class="preprocessor"> #endif</span>
<a name="l00056"></a>00056 <span class="preprocessor"></span><span class="preprocessor"> #elif PX_UNIX_FAMILY</span>
<a name="l00057"></a>00057 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_CORE_API PX_UNIX_EXPORT</span>
<a name="l00058"></a>00058 <span class="preprocessor"></span><span class="preprocessor"> #else</span>
<a name="l00059"></a><a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">00059</a> <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_CORE_API</span>
<a name="l00060"></a>00060 <span class="preprocessor"></span><span class="preprocessor"> #endif</span>
<a name="l00061"></a>00061 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00062"></a>00062 <span class="preprocessor"></span>
<a name="l00063"></a>00063 <span class="preprocessor">#if PX_SUPPORT_GPU_PHYSX</span>
<a name="l00064"></a>00064 <span class="preprocessor"></span>
<a name="l00065"></a>00065 <span class="comment">// define API function declaration</span>
<a name="l00066"></a>00066 <span class="preprocessor">#if PX_WINDOWS </span>
<a name="l00067"></a>00067 <span class="preprocessor"></span><span class="preprocessor">#if defined PX_PHYSX_GPU_EXPORTS</span>
<a name="l00068"></a>00068 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSX_GPU_API __declspec(dllexport)</span>
<a name="l00069"></a>00069 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00070"></a>00070 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSX_GPU_API __declspec(dllimport)</span>
<a name="l00071"></a>00071 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00072"></a>00072 <span class="preprocessor"></span><span class="preprocessor">#elif PX_UNIX_FAMILY</span>
<a name="l00073"></a>00073 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSX_GPU_API PX_UNIX_EXPORT</span>
<a name="l00074"></a>00074 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00075"></a>00075 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSX_GPU_API</span>
<a name="l00076"></a>00076 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00077"></a>00077 <span class="preprocessor"></span>
<a name="l00078"></a>00078 <span class="preprocessor">#else // PX_SUPPORT_GPU_PHYSX</span>
<a name="l00079"></a><a class="code" href="group__common.html#gbe7c1438b281afb1d13fdc127cc84e68">00079</a> <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSX_GPU_API</span>
<a name="l00080"></a>00080 <span class="preprocessor"></span><span class="preprocessor">#endif // PX_SUPPORT_GPU_PHYSX</span>
<a name="l00081"></a>00081 <span class="preprocessor"></span>
<a name="l00082"></a>00082 <span class="preprocessor">#if PX_WINDOWS && !defined(__CUDACC__)</span>
<a name="l00083"></a>00083 <span class="preprocessor"></span><span class="preprocessor"> #if defined PX_PHYSX_COMMON_EXPORTS</span>
<a name="l00084"></a>00084 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_COMMON_API __declspec(dllexport)</span>
<a name="l00085"></a>00085 <span class="preprocessor"></span><span class="preprocessor"> #else</span>
<a name="l00086"></a>00086 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_COMMON_API __declspec(dllimport)</span>
<a name="l00087"></a>00087 <span class="preprocessor"></span><span class="preprocessor"> #endif</span>
<a name="l00088"></a>00088 <span class="preprocessor"></span><span class="preprocessor">#elif PX_UNIX_FAMILY</span>
<a name="l00089"></a>00089 <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_COMMON_API PX_UNIX_EXPORT</span>
<a name="l00090"></a>00090 <span class="preprocessor"></span><span class="preprocessor">#else</span>
<a name="l00091"></a><a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">00091</a> <span class="preprocessor"></span><span class="preprocessor"> #define PX_PHYSX_COMMON_API</span>
<a name="l00092"></a>00092 <span class="preprocessor"></span><span class="preprocessor">#endif</span>
<a name="l00093"></a>00093 <span class="preprocessor"></span>
<a name="l00094"></a>00094 <span class="comment">// Changing these parameters requires recompilation of the SDK</span>
<a name="l00095"></a>00095
<a name="l00096"></a>00096 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00097"></a>00097 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00098"></a>00098 {
<a name="l00099"></a>00099 <span class="preprocessor">#endif</span>
<a name="l00100"></a>00100 <span class="preprocessor"></span> <span class="keyword">class </span><a class="code" href="classPxCollection.html" title="Collection class for serialization.">PxCollection</a>;
<a name="l00101"></a>00101 <span class="keyword">class </span><a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>;
<a name="l00102"></a>00102
<a name="l00103"></a>00103 <span class="keyword">class </span><a class="code" href="classPxHeightField.html" title="A height field class.">PxHeightField</a>;
<a name="l00104"></a>00104 <span class="keyword">class </span><a class="code" href="classPxHeightFieldDesc.html" title="Descriptor class for PxHeightField.">PxHeightFieldDesc</a>;
<a name="l00105"></a>00105
<a name="l00106"></a>00106 <span class="keyword">class </span><a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>;
<a name="l00107"></a><a class="code" href="group__common.html#g19403877bf7ce42d7240e4e4c758c016">00107</a> <span class="keyword">class </span><a class="code" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</a>;
<a name="l00108"></a>00108
<a name="l00109"></a>00109 <span class="keyword">typedef</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> <a class="code" href="group__common.html#g19403877bf7ce42d7240e4e4c758c016">PxTriangleID</a>;
<a name="l00110"></a><a class="code" href="group__common.html#gc816bc62a68a52f01bf21f963295e822">00110</a> <span class="keyword">typedef</span> <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> <a class="code" href="group__common.html#gc816bc62a68a52f01bf21f963295e822">PxMaterialTableIndex</a>;
<a name="l00111"></a>00111
<a name="l00112"></a>00112 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00113"></a>00113 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00114"></a>00114 <span class="preprocessor">#endif</span>
<a name="l00115"></a>00115 <span class="preprocessor"></span>
<a name="l00117"></a>00117 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>
|