68 lines
2.8 KiB
C
68 lines
2.8 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 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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/*
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VersionNumbers: The combination of these
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numbers uniquely identifies the API, and should
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be incremented when the SDK API changes. This may
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include changes to file formats.
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This header is included in the main SDK header files
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so that the entire SDK and everything that builds on it
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is completely rebuilt when this file changes. Thus,
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this file is not to include a frequently changing
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build number. See BuildNumber.h for that.
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Each of these three values should stay below 255 because
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sometimes they are stored in a byte.
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*/
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/** \addtogroup foundation
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@{
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*/
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#ifndef PX_FOUNDATION_PX_VERSION_NUMBER_H
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#define PX_FOUNDATION_PX_VERSION_NUMBER_H
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#define PX_PHYSICS_VERSION_MAJOR 3
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#define PX_PHYSICS_VERSION_MINOR 2
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#define PX_PHYSICS_VERSION_BUGFIX 4
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/**
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The constant PX_PHYSICS_VERSION is used when creating certain PhysX module objects.
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This is to ensure that the application is using the same header version as the library was built with.
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*/
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#define PX_PHYSICS_VERSION ((PX_PHYSICS_VERSION_MAJOR<<24) + (PX_PHYSICS_VERSION_MINOR<<16) + (PX_PHYSICS_VERSION_BUGFIX<<8) + 0)
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#endif // PX_FOUNDATION_PX_VERSION_NUMBER_H
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/** @} */
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