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XCEngine/engine/third_party/physx/source/gpusimulationcontroller/include/PxgAlgorithmsData.h

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// 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) 2008-2025 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 PXG_ALGORITHMS_DATA_H
#define PXG_ALGORITHMS_DATA_H
#include "foundation/PxSimpleTypes.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief An integer vector with 4 components
*/
PX_ALIGN_PREFIX(16) struct PxInt4
{
PxI32 x;
PxI32 y;
PxI32 z;
PxI32 w;
/**
\brief Comparison operator to check if two instances are equal
*/
bool operator==(const PxInt4& rhs) const
{
return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
}
}PX_ALIGN_SUFFIX(16);
/**
\brief An bundle of four integer vectors with 4 components each
*/
PX_ALIGN_PREFIX(16) struct PxInt4x4
{
PxInt4 data[4];
}PX_ALIGN_SUFFIX(16);
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif