Projekt_Grafika/dependencies/physx-4.1/source/physx/src/buffering/ScbNpDeps.h

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//
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// 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