mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
80 lines
2.5 KiB
C
80 lines
2.5 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//
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// This PhysX implementation for Torque was originally based on
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// the "PhysX in TGEA" resource written by Shannon Scarvaci.
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//
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// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12711
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//
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#ifndef _PHYSX_H_
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#define _PHYSX_H_
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/*
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#ifndef _TORQUE_TYPES_H_
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# include "platform/types.h"
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#endif
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*/
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#include "platform/tmm_off.h"
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#ifdef TORQUE_DEBUG
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#include <crtdbg.h>
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#endif
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#if defined(TORQUE_OS_MAC) && !defined(__APPLE__)
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#define __APPLE__
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#elif defined(TORQUE_OS_LINUX) && !defined(LINUX)
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#define LINUX
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#elif defined(TORQUE_OS_WIN) && !defined(WIN32)
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#define WIN32
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#endif
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#ifndef NX_PHYSICS_NXPHYSICS
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#include <NxPhysics.h>
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#endif
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#ifndef NX_FOUNDATION_NXSTREAM
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#include <NxStream.h>
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#endif
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#ifndef NX_COOKING_H
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#include <NxCooking.h>
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#endif
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#ifndef NX_FOUNDATION_NXUSEROUTPUTSTREAM
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#include <NxUserOutputStream.h>
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#endif
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#ifndef NX_PHYSICS_NXBIG
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#include "NxExtended.h"
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#endif
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#include <NxUserAllocatorDefault.h>
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#include <CCTAllocator.h>
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#include <NxControllerManager.h>
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#include <CharacterControllerManager.h>
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#include <NxController.h>
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#include <NxCapsuleController.h>
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/// The single global physx sdk object for this process.
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extern NxPhysicsSDK *gPhysicsSDK;
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#include "platform/tmm_on.h"
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#endif // _PHYSX_H_
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