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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#if !defined(AFX_STDAFX_H__7B02FF2D_C0C3_4291_9676_333105355F57__INCLUDED_)
#define AFX_STDAFX_H__7B02FF2D_C0C3_4291_9676_333105355F57__INCLUDED_
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// TODO: reference additional headers your program requires here
#include "hpl1/engine/libraries/newton/core/dg.h"
#include "hpl1/engine/libraries/newton/physics/dgPhysics.h"
#endif // !defined(AFX_STDAFX_H__7B02FF2D_C0C3_4291_9676_333105355F57__INCLUDED_)
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