6e8fbca745
match the genesis editor version 1.3.0.653.
49 lines
2.4 KiB
C++
49 lines
2.4 KiB
C++
// 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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#ifndef PX_REPX_UPGRADER_H
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#define PX_REPX_UPGRADER_H
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#include "RepX/RepX.h"
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namespace physx { namespace repx {
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class RepXUpgrader
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{
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public:
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//If a new collection is created, the source collection is destroyed.
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//Thus you only need to release the new collection.
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//This holds for all of the upgrade functions.
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//So be aware, that the argument to these functions may not be valid
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//after they are called, but the return value always will be valid.
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static RepXCollection& upgradeCollection( RepXCollection& src );
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static RepXCollection& upgrade10CollectionTo3_1Collection( RepXCollection& src );
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static RepXCollection& upgrade3_1CollectionTo3_2Collection( RepXCollection& src );
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};
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}}
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#endif
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