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+ // 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) 2008-2026 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+ #ifndef SQ_PRUNER_DATA_H
+ #define SQ_PRUNER_DATA_H
+
+
+ #include "SqTypedef.h"
+
+ // PT: SQ-API LEVEL 2 (Level 1 = SqPruner.h)
+ // PT: this file is part of a "high-level" set of files within Sq. The SqPruner API doesn't rely on them.
+ // PT: this should really be at Np level but moving it to Sq allows us to share it.
+
+ namespace physx
+ {
+ namespace Sq
+ {
+ struct PruningIndex
+ {
+ enum Enum
+ {
+ eSTATIC = 0, // PT: must match PX_SCENE_PRUNER_STATIC
+ eDYNAMIC = 1, // PT: must match PX_SCENE_PRUNER_DYNAMIC
+
+ eCOUNT = 2
+ };
+ };
+
+ PX_FORCE_INLINE PrunerData createPrunerData(PxU32 index, Gu::PrunerHandle h) { return PrunerData((h << 1) | index); }
+ PX_FORCE_INLINE PxU32 getPrunerIndex(PrunerData data) { return PxU32(data & 1); }
+ PX_FORCE_INLINE Gu::PrunerHandle getPrunerHandle(PrunerData data) { return Gu::PrunerHandle(data >> 1); }
+ }
+ }
+
+ #endif