// // 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) 2008-2019 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_PHYSICS_NXPHYSICS_API #define PX_PHYSICS_NXPHYSICS_API /** \addtogroup physics @{ */ /** This is the main include header for the Physics SDK, for users who want to use a single #include file. Alternatively, one can instead directly #include a subset of the below files. */ // Foundation SDK #include "foundation/Px.h" #include "foundation/PxAllocatorCallback.h" #include "foundation/PxAssert.h" #include "foundation/PxBitAndData.h" #include "foundation/PxBounds3.h" #include "foundation/PxErrorCallback.h" #include "foundation/PxErrors.h" #include "foundation/PxFlags.h" #include "foundation/PxIntrinsics.h" #include "foundation/PxIO.h" #include "foundation/PxMat33.h" #include "foundation/PxMat44.h" #include "foundation/PxMath.h" #include "foundation/PxMathUtils.h" #include "foundation/PxPlane.h" #include "foundation/PxPreprocessor.h" #include "foundation/PxQuat.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxStrideIterator.h" #include "foundation/PxTransform.h" #include "foundation/PxUnionCast.h" #include "foundation/PxVec2.h" #include "foundation/PxVec3.h" #include "foundation/PxVec4.h" //Not physics specific utilities and common code #include "common/PxCoreUtilityTypes.h" #include "common/PxPhysXCommonConfig.h" #include "common/PxRenderBuffer.h" #include "common/PxBase.h" #include "common/PxTolerancesScale.h" #include "common/PxTypeInfo.h" #include "common/PxStringTable.h" #include "common/PxSerializer.h" #include "common/PxMetaData.h" #include "common/PxMetaDataFlags.h" #include "common/PxSerialFramework.h" #include "common/PxPhysicsInsertionCallback.h" //Task Manager #include "task/PxTask.h" // Cuda Mananger #if PX_SUPPORT_GPU_PHYSX #include "gpu/PxGpu.h" #endif //Geometry Library #include "geometry/PxBoxGeometry.h" #include "geometry/PxBVHStructure.h" #include "geometry/PxCapsuleGeometry.h" #include "geometry/PxConvexMesh.h" #include "geometry/PxConvexMeshGeometry.h" #include "geometry/PxGeometry.h" #include "geometry/PxGeometryHelpers.h" #include "geometry/PxGeometryQuery.h" #include "geometry/PxHeightField.h" #include "geometry/PxHeightFieldDesc.h" #include "geometry/PxHeightFieldFlag.h" #include "geometry/PxHeightFieldGeometry.h" #include "geometry/PxHeightFieldSample.h" #include "geometry/PxMeshQuery.h" #include "geometry/PxMeshScale.h" #include "geometry/PxPlaneGeometry.h" #include "geometry/PxSimpleTriangleMesh.h" #include "geometry/PxSphereGeometry.h" #include "geometry/PxTriangle.h" #include "geometry/PxTriangleMesh.h" #include "geometry/PxTriangleMeshGeometry.h" // PhysX Core SDK #include "PxActor.h" #include "PxAggregate.h" #include "PxArticulation.h" #include "PxArticulationReducedCoordinate.h" #include "PxArticulationJoint.h" #include "PxArticulationJointReducedCoordinate.h" #include "PxArticulationLink.h" #include "PxBatchQuery.h" #include "PxBatchQueryDesc.h" #include "PxClient.h" #include "PxConstraint.h" #include "PxConstraintDesc.h" #include "PxContact.h" #include "PxContactModifyCallback.h" #include "PxDeletionListener.h" #include "PxFiltering.h" #include "PxForceMode.h" #include "PxFoundation.h" #include "PxLockedData.h" #include "PxMaterial.h" #include "PxPhysics.h" #include "PxPhysicsVersion.h" #include "PxPhysXConfig.h" #include "PxQueryFiltering.h" #include "PxQueryReport.h" #include "PxRigidActor.h" #include "PxRigidBody.h" #include "PxRigidDynamic.h" #include "PxRigidStatic.h" #include "PxScene.h" #include "PxSceneDesc.h" #include "PxSceneLock.h" #include "PxShape.h" #include "PxSimulationEventCallback.h" #include "PxSimulationStatistics.h" #include "PxVisualizationParameter.h" #include "PxPruningStructure.h" //Character Controller #include "characterkinematic/PxBoxController.h" #include "characterkinematic/PxCapsuleController.h" #include "characterkinematic/PxController.h" #include "characterkinematic/PxControllerBehavior.h" #include "characterkinematic/PxControllerManager.h" #include "characterkinematic/PxControllerObstacles.h" #include "characterkinematic/PxExtended.h" //Cooking (data preprocessing) #include "cooking/Pxc.h" #include "cooking/PxConvexMeshDesc.h" #include "cooking/PxCooking.h" #include "cooking/PxTriangleMeshDesc.h" #include "cooking/PxBVH33MidphaseDesc.h" #include "cooking/PxBVH34MidphaseDesc.h" #include "cooking/PxMidphaseDesc.h" //Extensions to the SDK #include "extensions/PxDefaultStreams.h" #include "extensions/PxDistanceJoint.h" #include "extensions/PxExtensionsAPI.h" #include "extensions/PxFixedJoint.h" #include "extensions/PxJoint.h" #include "extensions/PxJointLimit.h" #include "extensions/PxPrismaticJoint.h" #include "extensions/PxRevoluteJoint.h" #include "extensions/PxRigidBodyExt.h" #include "extensions/PxShapeExt.h" #include "extensions/PxSimpleFactory.h" #include "extensions/PxSmoothNormals.h" #include "extensions/PxSphericalJoint.h" #include "extensions/PxStringTableExt.h" #include "extensions/PxTriangleMeshExt.h" #include "extensions/PxConvexMeshExt.h" //Serialization #include "extensions/PxSerialization.h" #include "extensions/PxBinaryConverter.h" #include "extensions/PxRepXSerializer.h" //Vehicle Simulation #include "vehicle/PxVehicleComponents.h" #include "vehicle/PxVehicleDrive.h" #include "vehicle/PxVehicleDrive4W.h" #include "vehicle/PxVehicleDriveTank.h" #include "vehicle/PxVehicleSDK.h" #include "vehicle/PxVehicleShaders.h" #include "vehicle/PxVehicleTireFriction.h" #include "vehicle/PxVehicleUpdate.h" #include "vehicle/PxVehicleUtilControl.h" #include "vehicle/PxVehicleUtilSetup.h" #include "vehicle/PxVehicleUtilTelemetry.h" #include "vehicle/PxVehicleWheels.h" #include "vehicle/PxVehicleNoDrive.h" #include "vehicle/PxVehicleDriveNW.h" //Connecting the SDK to Visual Debugger #include "pvd/PxPvdSceneClient.h" #include "pvd/PxPvd.h" #include "pvd/PxPvdTransport.h" /** @} */ #endif