feat(physics): wire physx sdk into build
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgShapeSim.h
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engine/third_party/physx/source/gpusimulationcontroller/include/PxgShapeSim.h
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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) 2008-2025 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 PXG_SHAPESIM_H
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#define PXG_SHAPESIM_H
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#include "foundation/PxTransform.h"
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#include "foundation/PxBounds3.h"
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#include "PxNodeIndex.h"
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namespace physx
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{
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struct PxgShapeSim
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{
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PxTransform mTransform; //
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PxBounds3 mLocalBounds; // local bounds
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PxNodeIndex mBodySimIndex; // body sim index
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PxU32 mHullDataIndex; // this index is shared with the np hull data(hull need to be gpu compatible)
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PxU16 mShapeFlags; // shape flags
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PxU16 mShapeType; // this indicates what type of shape(sphere, capsule, box or convexhull)
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};
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struct PxgNewShapeSim : PxgShapeSim
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{
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PxU32 mElementIndex; // transform cache and bound index
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};
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}//physx
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#endif
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