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