Revision control

- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions
- // are met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above copyright
- // notice, this list of conditions and the following disclaimer in the
- // documentation and/or other materials provided with the distribution.
- // * Neither the name of NVIDIA CORPORATION nor the names of its
- // contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
- // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
- // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
-
- #include "ScbBase.h"
-
- using namespace physx;
- using namespace Scb;
-
- #include "ScbActor.h"
- #include "ScbRigidStatic.h"
- #include "ScbBody.h"
-
- Actor::Offsets::Offsets()
- {
- const size_t staticOffset = Scb::RigidStatic::getScOffset();
- const size_t bodyOffset = Scb::Body::getScOffset();
-
- scToScb[PxActorType::eRIGID_STATIC] = staticOffset;
- scToScb[PxActorType::eRIGID_DYNAMIC] = bodyOffset;
- scToScb[PxActorType::eARTICULATION_LINK] = bodyOffset;
-
- scbToSc[ScbType::eRIGID_STATIC] = staticOffset;
- scbToSc[ScbType::eBODY] = bodyOffset;
- scbToSc[ScbType::eBODY_FROM_ARTICULATION_LINK] = bodyOffset;
- }
-
- const Actor::Offsets Actor::sOffsets;