// // 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_SCB_NPDEPS #define PX_PHYSICS_SCB_NPDEPS namespace physx { // The Scb layer needs to delete the owning Np objects, but we don't want to include the Np headers // necessary to find their addresses. So we use link-level dependencies instead. namespace Scb { class Base; class Shape; class RigidObject; class Constraint; class Scene; class ArticulationJoint; class Articulation; class RigidStatic; class Body; } namespace Sc { class RigidCore; } class PxScene; extern void NpDestroy(Scb::Base&); // we want to get the pointer to the rigid object that owns a shape, and the two actor pointers for a constraint, so that we don't // duplicate the scene graph in Scb extern PxU32 NpRigidStaticGetShapes(Scb::RigidStatic& rigid, void* const *&shapes); extern PxU32 NpRigidDynamicGetShapes(Scb::Body& body, void* const *&shapes, bool* isCompound = NULL); extern size_t NpShapeGetScPtrOffset(); extern void NpShapeIncRefCount(Scb::Shape& shape); extern void NpShapeDecRefCount(Scb::Shape& shape); extern Sc::RigidCore* NpShapeGetScRigidObjectFromScbSLOW(const Scb::Shape &); extern void NpConstraintGetRigidObjectsFromScb(const Scb::Constraint&, Scb::RigidObject*&, Scb::RigidObject*&); extern void NpArticulationJointGetBodiesFromScb(Scb::ArticulationJoint&, Scb::Body*&, Scb::Body*&); extern Scb::Body* NpArticulationGetRootFromScb(Scb::Articulation&); } #endif