genesis-3d_engine/Engine/ExtIncludes/physX3/windows/RepXUpgrader/RepXUpgrader.h

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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// This code supersedes and replaces all information previously supplied.
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// Copyright (c) 2008-2013 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_REPX_UPGRADER_H
#define PX_REPX_UPGRADER_H
#include "RepX/RepX.h"
namespace physx { namespace repx {
class RepXUpgrader
{
public:
//If a new collection is created, the source collection is destroyed.
//Thus you only need to release the new collection.
//This holds for all of the upgrade functions.
//So be aware, that the argument to these functions may not be valid
//after they are called, but the return value always will be valid.
static RepXCollection& upgradeCollection( RepXCollection& src );
static RepXCollection& upgrade10CollectionTo3_1Collection( RepXCollection& src );
static RepXCollection& upgrade3_1CollectionTo3_2Collection( RepXCollection& src );
};
}}
#endif