221 lines
9.2 KiB
C++
221 lines
9.2 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NP_SHAPE
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#define PX_PHYSICS_NP_SHAPE
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#include "common/PxMetaData.h"
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#include "PxShape.h"
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#include "buffering/ScbShape.h"
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namespace physx
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{
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struct NpInternalShapeFlag
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{
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enum Enum
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{
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eEXCLUSIVE = (1<<0)
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};
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};
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/**
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\brief collection of set bits defined in PxShapeFlag.
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@see PxShapeFlag
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*/
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typedef PxFlags<NpInternalShapeFlag::Enum,PxU8> NpInternalShapeFlags;
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PX_FLAGS_OPERATORS(NpInternalShapeFlag::Enum,PxU8)
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class NpScene;
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class NpShapeManager;
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namespace Scb
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{
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class Scene;
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class RigidObject;
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}
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namespace Sc
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{
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class MaterialCore;
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}
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class NpShape : public PxShape, public Ps::UserAllocated, public Cm::RefCountable
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{
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//= ATTENTION! =====================================================================================
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// Changing the data layout of this class breaks the binary serialization format. See comments for
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// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
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// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
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// accordingly.
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//==================================================================================================
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public:
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// PX_SERIALIZATION
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NpShape(PxBaseFlags baseFlags);
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void preExportDataReset();
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virtual void exportExtraData(PxSerializationContext& context);
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void importExtraData(PxDeserializationContext& context);
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virtual void requiresObjects(PxProcessPxBaseCallback& c);
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void resolveReferences(PxDeserializationContext& context);
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static NpShape* createObject(PxU8*& address, PxDeserializationContext& context);
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static void getBinaryMetaData(PxOutputStream& stream);
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//~PX_SERIALIZATION
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NpShape(const PxGeometry& geometry,
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PxShapeFlags shapeFlags,
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const PxU16* materialIndices,
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PxU16 materialCount,
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bool isExclusive);
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virtual ~NpShape();
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//---------------------------------------------------------------------------------
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// PxShape implementation
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//---------------------------------------------------------------------------------
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virtual void release(); //!< call to release from actor
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virtual PxU32 getReferenceCount() const;
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virtual void acquireReference();
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virtual PxGeometryType::Enum getGeometryType() const;
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virtual void setGeometry(const PxGeometry&);
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virtual PxGeometryHolder getGeometry() const;
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virtual bool getBoxGeometry(PxBoxGeometry&) const;
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virtual bool getSphereGeometry(PxSphereGeometry&) const;
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virtual bool getCapsuleGeometry(PxCapsuleGeometry&) const;
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virtual bool getPlaneGeometry(PxPlaneGeometry&) const;
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virtual bool getConvexMeshGeometry(PxConvexMeshGeometry& g) const;
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virtual bool getTriangleMeshGeometry(PxTriangleMeshGeometry& g) const;
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virtual bool getHeightFieldGeometry(PxHeightFieldGeometry& g) const;
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virtual PxRigidActor* getActor() const;
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virtual void setLocalPose(const PxTransform& pose);
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virtual PxTransform getLocalPose() const;
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virtual void setSimulationFilterData(const PxFilterData& data);
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virtual PxFilterData getSimulationFilterData() const;
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virtual void setQueryFilterData(const PxFilterData& data);
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virtual PxFilterData getQueryFilterData() const;
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virtual void setMaterials(PxMaterial*const* materials, PxU16 materialCount);
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virtual PxU16 getNbMaterials() const;
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virtual PxU32 getMaterials(PxMaterial** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
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virtual PxMaterial* getMaterialFromInternalFaceIndex(PxU32 faceIndex) const;
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virtual void setContactOffset(PxReal);
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virtual PxReal getContactOffset() const;
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virtual void setRestOffset(PxReal);
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virtual PxReal getRestOffset() const;
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virtual void setTorsionalPatchRadius(PxReal);
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virtual PxReal getTorsionalPatchRadius() const;
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virtual void setMinTorsionalPatchRadius(PxReal);
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virtual PxReal getMinTorsionalPatchRadius() const;
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virtual void setFlag(PxShapeFlag::Enum flag, bool value);
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virtual void setFlags( PxShapeFlags inFlags );
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virtual PxShapeFlags getFlags() const;
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virtual bool isExclusive() const;
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virtual void setName(const char* debugName);
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virtual const char* getName() const;
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//---------------------------------------------------------------------------------
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// RefCountable implementation
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//---------------------------------------------------------------------------------
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// Ref counting for shapes works like this:
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// * for exclusive shapes the actor has a counted reference
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// * for shared shapes, each actor has a counted reference, and the user has a counted reference
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// * for either kind, each instance of the shape in a scene (i.e. each shapeSim) causes the reference count to be incremented by 1.
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// Because these semantics aren't clear to users, this reference count should not be exposed in the API
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virtual void onRefCountZero();
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//---------------------------------------------------------------------------------
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// Miscellaneous
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//---------------------------------------------------------------------------------
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void setFlagsInternal( PxShapeFlags inFlags );
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PX_FORCE_INLINE PxShapeFlags getFlagsFast() const { return mShape.getFlags(); }
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PX_FORCE_INLINE PxShapeFlags getFlagsUnbuffered() const { return mShape.getScShape().getFlags(); }
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PX_FORCE_INLINE PxGeometryType::Enum getGeometryTypeFast() const { return mShape.getGeometryType(); }
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PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryFast() const { return mShape.getGeometryUnion(); }
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PX_FORCE_INLINE const PxTransform& getLocalPoseFast() const { return mShape.getShape2Actor(); }
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PX_FORCE_INLINE PxU32 getActorCount() const { return PxU32(mExclusiveAndActorCount & ACTOR_COUNT_MASK); }
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PX_FORCE_INLINE PxI32 isExclusiveFast() const { return mExclusiveAndActorCount & EXCLUSIVE_MASK; }
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PX_FORCE_INLINE const PxFilterData& getQueryFilterDataFast() const
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{
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return mShape.getScShape().getQueryFilterData(); // PT: this one doesn't need double-buffering
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}
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PX_FORCE_INLINE const Scb::Shape& getScbShape() const { return mShape; }
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PX_FORCE_INLINE Scb::Shape& getScbShape() { return mShape; }
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PX_INLINE PxMaterial* getMaterial(PxU32 index) const { return mShape.getMaterial(index); }
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static bool checkMaterialSetup(const PxGeometry& geom, const char* errorMsgPrefix, PxMaterial*const* materials, PxU16 materialCount);
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void onActorAttach(PxRigidActor& actor);
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void onActorDetach();
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// These methods are used only for sync'ing, and may only be called on exclusive shapes since only exclusive shapes have buffering
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Sc::RigidCore& getScRigidObjectExclusive() const;
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void releaseInternal();
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NpScene* getOwnerScene() const; // same distinctions as for NpActor
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private:
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NpScene* getAPIScene() const;
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void incMeshRefCount();
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void decMeshRefCount();
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Cm::RefCountable* getMeshRefCountable();
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bool isWritable();
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void updateSQ(const char* errorMessage);
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PxRigidActor* mActor; // Auto-resolving refs breaks DLL loading for some reason
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Scb::Shape mShape;
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const char* mName;
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static const PxI32 EXCLUSIVE_MASK = 0x80000000;
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static const PxI32 ACTOR_COUNT_MASK = 0x7fffffff;
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volatile PxI32 mExclusiveAndActorCount;
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};
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}
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#endif
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