6e8fbca745
match the genesis editor version 1.3.0.653.
283 lines
9.8 KiB
C
283 lines
9.8 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_PHYSICS_NXPHYSICS_API
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#define PX_PHYSICS_NXPHYSICS_API
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/** \addtogroup physics
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@{
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*/
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/**
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This is the main include header for the Physics SDK, for users who
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want to use a single #include file.
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Alternatively, one can instead directly #include a subset of the below files.
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*/
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// Foundation SDK
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#include "foundation/Px.h"
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#include "foundation/PxAllocatorCallback.h"
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#include "foundation/PxAssert.h"
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#include "foundation/PxBitAndData.h"
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#include "foundation/PxBounds3.h"
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#include "foundation/PxBroadcastingAllocator.h"
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#include "foundation/PxErrorCallback.h"
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#include "foundation/PxErrors.h"
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#include "foundation/PxFlags.h"
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#include "foundation/PxFoundation.h"
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#include "foundation/PxIntrinsics.h"
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#include "foundation/PxMat33.h"
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#include "foundation/PxMat44.h"
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#include "foundation/PxMath.h"
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#include "foundation/PxPlane.h"
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#include "foundation/PxPreprocessor.h"
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#include "foundation/PxQuat.h"
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxStrideIterator.h"
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#include "foundation/PxString.h"
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#include "foundation/PxTransform.h"
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#include "foundation/PxUnionCast.h"
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#include "foundation/PxVec2.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxVec4.h"
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#include "foundation/PxVersionNumber.h"
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//Not physics specific utilities and common code
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#include "common/PxCoreUtilities.h"
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#include "common/PxCoreUtilityTypes.h"
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#include "common/PxFieldDescriptor.h"
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#include "common/PxFields.h"
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#include "common/PxIO.h"
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#include "common/PxMathUtils.h"
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#include "common/PxPhysXCommon.h"
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#include "common/PxRenderBuffer.h"
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#include "common/PxSerialFramework.h"
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#include "common/PxTolerancesScale.h"
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#include "common/PxTypeInfo.h"
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//Profiling
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#include "physxprofilesdk/PxProfileBase.h"
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#include "physxprofilesdk/PxProfileCompileTimeEventFilter.h"
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#include "physxprofilesdk/PxProfileContextProvider.h"
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#include "physxprofilesdk/PxProfileEventBufferClient.h"
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#include "physxprofilesdk/PxProfileEventBufferClientManager.h"
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#include "physxprofilesdk/PxProfileEventFilter.h"
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#include "physxprofilesdk/PxProfileEventHandler.h"
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#include "physxprofilesdk/PxProfileEventId.h"
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#include "physxprofilesdk/PxProfileEventMutex.h"
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#include "physxprofilesdk/PxProfileEventNames.h"
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#include "physxprofilesdk/PxProfileEvents.h"
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#include "physxprofilesdk/PxProfileEventSender.h"
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#include "physxprofilesdk/PxProfileEventSystem.h"
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#include "physxprofilesdk/PxProfileMemoryEventTypes.h"
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#include "physxprofilesdk/PxProfileScopedEvent.h"
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#include "physxprofilesdk/PxProfileZone.h"
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#include "physxprofilesdk/PxProfileZoneManager.h"
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//Connecting to Visual Debugger Directly
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#include "physxvisualdebuggersdk/PvdBits.h"
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#include "physxvisualdebuggersdk/PvdConnection.h"
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#include "physxvisualdebuggersdk/PvdConnectionFlags.h"
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#include "physxvisualdebuggersdk/PvdConnectionManager.h"
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#include "physxvisualdebuggersdk/PvdDataStream.h"
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#include "physxvisualdebuggersdk/PvdDataStreamHelpers.h"
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#include "physxvisualdebuggersdk/PvdErrorCodes.h"
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#include "physxvisualdebuggersdk/PvdImmediateRenderer.h"
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#include "physxvisualdebuggersdk/PvdNetworkStreams.h"
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#include "physxvisualdebuggersdk/PvdObjectModelBaseTypeDefs.h"
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#include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h"
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#include "physxvisualdebuggersdk/PvdObjectModelMetaData.h"
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//Connecting the SDK to Visual Debugger
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#include "pvd/PxVisualDebugger.h"
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//Task Manager
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#include "pxtask/PxCpuDispatcher.h"
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#include "pxtask/PxCudaContextManager.h"
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#include "pxtask/PxCudaMemoryManager.h"
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#include "pxtask/PxGpuCopyDesc.h"
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#include "pxtask/PxGpuCopyDescQueue.h"
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#include "pxtask/PxGpuDispatcher.h"
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#include "pxtask/PxGpuTask.h"
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#include "pxtask/PxSpuDispatcher.h"
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#include "pxtask/PxSpuTask.h"
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#include "pxtask/PxTask.h"
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#include "pxtask/PxTaskManager.h"
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//Geometry Library
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#include "geometry/PxBoxGeometry.h"
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#include "geometry/PxCapsuleGeometry.h"
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#include "geometry/PxConvexMesh.h"
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#include "geometry/PxConvexMeshGeometry.h"
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#include "geometry/PxGeometry.h"
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#include "geometry/PxGeometryHelpers.h"
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#include "geometry/PxGeometryQuery.h"
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#include "geometry/PxHeightField.h"
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#include "geometry/PxHeightFieldDesc.h"
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#include "geometry/PxHeightFieldFlag.h"
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#include "geometry/PxHeightFieldGeometry.h"
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#include "geometry/PxHeightFieldSample.h"
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#include "geometry/PxMeshQuery.h"
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#include "geometry/PxMeshScale.h"
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#include "geometry/PxPhysXGeomUtils.h"
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#include "geometry/PxPlaneGeometry.h"
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#include "geometry/PxSimpleTriangleMesh.h"
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#include "geometry/PxSphereGeometry.h"
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#include "geometry/PxTriangle.h"
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#include "geometry/PxTriangleMesh.h"
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#include "geometry/PxTriangleMeshGeometry.h"
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// PhysX Core SDK
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#include "PxActor.h"
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#include "PxAggregate.h"
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#include "PxArticulation.h"
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#include "PxArticulationJoint.h"
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#include "PxArticulationLink.h"
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#include "PxBatchQuery.h"
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#include "PxBatchQueryDesc.h"
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#include "PxClient.h"
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#include "PxConstraint.h"
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#include "PxConstraintDesc.h"
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#include "PxContact.h"
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#include "PxContactModifyCallback.h"
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#include "PxFiltering.h"
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#include "PxForceMode.h"
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#include "PxLockedData.h"
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#include "PxMaterial.h"
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#include "PxMaterialFlags.h"
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#include "PxObserver.h"
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#include "PxPhysics.h"
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#include "PxPhysX.h"
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#include "PxRigidActor.h"
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#include "PxRigidBody.h"
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#include "PxRigidDynamic.h"
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#include "PxRigidStatic.h"
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#include "PxScene.h"
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#include "PxSceneDesc.h"
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#include "PxSceneLock.h"
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#include "PxSceneQueryFiltering.h"
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#include "PxSceneQueryReport.h"
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#include "PxShape.h"
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#include "PxSimulationEventCallback.h"
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#include "PxSimulationStatistics.h"
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#include "PxStringTable.h"
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#include "PxSweepCache.h"
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#include "PxVisualizationParameter.h"
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//Character Controller
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#include "characterkinematic/PxBoxController.h"
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#include "characterkinematic/PxCapsuleController.h"
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#include "characterkinematic/PxCharacter.h"
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#include "characterkinematic/PxController.h"
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#include "characterkinematic/PxControllerBehavior.h"
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#include "characterkinematic/PxControllerManager.h"
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#include "characterkinematic/PxControllerObstacles.h"
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#include "characterkinematic/PxExtended.h"
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//Cloth Simulation
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#if PX_USE_CLOTH_API
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#include "cloth/PxCloth.h"
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#include "cloth/PxClothCollisionData.h"
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#include "cloth/PxClothFabric.h"
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#include "cloth/PxClothFabricTypes.h"
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#include "cloth/PxClothReadData.h"
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#include "cloth/PxClothTypes.h"
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#endif
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//Cooking (data preprocessing)
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#include "cooking/PxBinaryConverter.h"
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#include "cooking/Pxc.h"
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#include "cooking/PxConvexMeshDesc.h"
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#include "cooking/PxCooking.h"
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#include "cooking/PxGaussMapLimit.h"
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#include "cooking/PxTriangleMeshDesc.h"
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#if PX_USE_CLOTH_API
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#include "cooking/PxClothMeshDesc.h"
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#endif
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//Extensions to the SDK
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#include "extensions/PxDefaultStreams.h"
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#include "extensions/PxDistanceJoint.h"
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#include "extensions/PxExtensionsAPI.h"
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#include "extensions/PxFixedJoint.h"
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#include "extensions/PxJoint.h"
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#include "extensions/PxJointLimit.h"
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#include "extensions/PxJointRepXExtensions.h"
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#include "extensions/PxParticleExt.h"
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#include "extensions/PxPrismaticJoint.h"
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#include "extensions/PxRevoluteJoint.h"
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#include "extensions/PxRigidBodyExt.h"
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#include "extensions/PxShapeExt.h"
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#include "extensions/PxSimpleFactory.h"
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#include "extensions/PxSmoothNormals.h"
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#include "extensions/PxSphericalJoint.h"
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#include "extensions/PxStringTableExt.h"
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#include "extensions/PxTriangleMeshExt.h"
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#include "extensions/PxVisualDebuggerExt.h"
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//Particle Simulation
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#if PX_USE_PARTICLE_SYSTEM_API
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#include "particles/PxParticleBase.h"
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#include "particles/PxParticleBaseFlag.h"
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#include "particles/PxParticleCreationData.h"
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#include "particles/PxParticleFlag.h"
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#include "particles/PxParticleFluid.h"
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#include "particles/PxParticleFluidReadData.h"
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#include "particles/PxParticleReadData.h"
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#include "particles/PxParticleSystem.h"
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#endif
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//RepX XML data format
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#include "RepX/RepX.h"
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#include "RepX/RepXCoreExtensions.h"
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#include "RepX/RepXUtility.h"
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//RepX XML data format version conversion
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#include "RepXUpgrader/RepXUpgrader.h"
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//Vehicle Simulation
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#include "vehicle/PxVehicleComponents.h"
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#include "vehicle/PxVehicleDrive.h"
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#include "vehicle/PxVehicleDrive4W.h"
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#include "vehicle/PxVehicleDriveTank.h"
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#include "vehicle/PxVehicleSDK.h"
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#include "vehicle/PxVehicleShaders.h"
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#include "vehicle/PxVehicleTireFriction.h"
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#include "vehicle/PxVehicleUpdate.h"
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#include "vehicle/PxVehicleUtilControl.h"
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#include "vehicle/PxVehicleUtilSetup.h"
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#include "vehicle/PxVehicleUtilTelemetry.h"
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#include "vehicle/PxVehicleWheels.h"
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/** @} */
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#endif
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