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.gitignore

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**/PhysX/[Ll]ibrary
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**/PhysX/[Tt]emp
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**/PhysX/[Oo]bj
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**/PhysX/[Bb]uild
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**/PhysX/[Bb]uilds
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**/PhysX/[Ll]ogs
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**/PhysX/[Mm]emoryCaptures
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# Bin, Build and obj directories
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[Bb]uild
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[Bb]in
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**/obj
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Build/*
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Bin
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!*/*.gitkeep
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**/Unity/PhysX Plugin/[Ll]ibrary/
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**/Unity/PhysX Plugin/[Tt]emp/
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**/Unity/PhysX Plugin/[Oo]bj/
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**/Unity/PhysX Plugin/[Bb]uild/
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**/Unity/PhysX Plugin/[Bb]uilds/
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**/Unity/PhysX Plugin/[Ll]ogs/
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**/Unity/PhysX Plugin/[Mm]emoryCaptures/
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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!**/[Aa]ssets/**/*.meta
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.vcxproj
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*.vsconfig
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*.unityproj
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*.sln
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*.suo
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*.mdb
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*.opendb
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*.VC.db
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*.vsconfig
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# Unity3D generated meta files
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*.pidb.meta
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sysinfo.txt
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# Builds
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*.unitypackage
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*.apk
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# Crashlytics generated file
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crashlytics-build.properties
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# Trash
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PhysX/Unity/PhysX/Assets/Resources/BillingMode.json
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PhysX/Unity/PhysX/Assets/Resources/BillingMode.json.meta
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PhysX/CMakeLists.txt renamed to CMakeLists.txt

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add_subdirectory(NVIDIA.PhysX.Native)
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add_subdirectory(NVIDIA.PhysX)

PhysX/NVIDIA.PhysX.Native/CMakeLists.txt renamed to NVIDIA.PhysX.Native/CMakeLists.txt

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@@ -55,4 +55,4 @@ target_link_libraries(${PROJECT_NAME} PhysXFoundation_static_64
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add_custom_command(TARGET ${PROJECT_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E remove_directory "${CMAKE_CURRENT_LIST_DIR}/../NVIDIA.PhysX/Wrapper")
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> ../../Bin/${PROJECT_NAME}.dll
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COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> ../../Unity/PhysX/Assets/NVIDIA/PhysX/Runtime/Plugins/x86_64/${PROJECT_NAME}.dll)
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COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> "../../Unity/PhysX\ Plugin/Assets/NVIDIA/PhysX/Runtime/Plugins/x86_64/${PROJECT_NAME}.dll")

NVIDIA.PhysX/CMakeLists.txt

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cmake_minimum_required(VERSION 3.14)
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project(NVIDIA.PhysX VERSION 1.0 LANGUAGES CSharp)
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set(CMAKE_CSharp_FLAGS "/platform:anycpu")
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file(GLOB_RECURSE PROJECT_SOURCES RELATIVE "${CMAKE_CURRENT_LIST_DIR}" *.cs)
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add_library(${PROJECT_NAME} SHARED ${PROJECT_SOURCES})
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set_property(TARGET ${PROJECT_NAME} PROPERTY VS_DOTNET_TARGET_FRAMEWORK_VERSION "v4.6.1")
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add_dependencies(${PROJECT_NAME} NVIDIA.PhysX.Native)
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target_compile_options(${PROJECT_NAME} PRIVATE "/unsafe")
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add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> ../../../Bin/${PROJECT_NAME}.dll
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COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_FILE:${PROJECT_NAME}> "../../../Unity/PhysX\ Plugin/Assets/NVIDIA/PhysX/Runtime/Wrapper/${PROJECT_NAME}.dll")

PhysX/NVIDIA.PhysX/Partial.cs renamed to NVIDIA.PhysX/Partial.cs

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// 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) 2019 NVIDIA Corporation. All rights reserved.
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using System;
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using System.Collections.Generic;
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PhysX/External/UnityEditor.dll

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PhysX/External/UnityEngine.dll

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PhysX/NVIDIA.PhysX.Native/premake5.lua

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PhysX/NVIDIA.PhysX.Unity/Assets/PxBoxShape.cs

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PhysX/NVIDIA.PhysX.Unity/Assets/PxCapsuleShape.cs

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PhysX/NVIDIA.PhysX.Unity/Assets/PxConvexShape.cs

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