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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html new file mode 100644 index 00000000..5512ce3d --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxControllerManager_8h-source.html @@ -0,0 +1,145 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxControllerManager.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<h1>PxControllerManager.h</h1><a href="PxControllerManager_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span> +<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span> +<a name="l00003"></a>00003 <span class="comment">//</span> +<a name="l00004"></a>00004 <span class="comment">// Notice</span> +<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span> +<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span> +<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span> +<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span> +<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span> +<a name="l00010"></a>00010 <span class="comment">//</span> +<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span> +<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span> +<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span> +<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span> +<a name="l00015"></a>00015 <span class="comment">//</span> +<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span> +<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span> +<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span> +<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span> +<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span> +<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span> +<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span> +<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span> +<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span> +<a name="l00025"></a>00025 <span class="comment">//</span> +<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span> +<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span> +<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span> +<a name="l00029"></a>00029 +<a name="l00030"></a>00030 +<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_CCT_MANAGER</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_CCT_MANAGER</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxCharacter_8h.html">characterkinematic/PxCharacter.h</a>"</span> +<a name="l00038"></a>00038 +<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span> +<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span> +<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxErrorCallback_8h.html">foundation/PxErrorCallback.h</a>"</span> +<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxRenderBuffer_8h.html">common/PxRenderBuffer.h</a>"</span> +<a name="l00043"></a>00043 +<a name="l00044"></a>00044 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00045"></a>00045 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00046"></a>00046 { +<a name="l00047"></a>00047 <span class="preprocessor">#endif</span> +<a name="l00048"></a>00048 <span class="preprocessor"></span> +<a name="l00049"></a>00049 <span class="keyword">class </span><a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>; +<a name="l00050"></a>00050 <span class="keyword">class </span><a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>; +<a name="l00051"></a>00051 <span class="keyword">class </span><a class="code" href="classPxController.html" title="Base class for character controllers.">PxController</a>; +<a name="l00052"></a>00052 <span class="keyword">class </span><a class="code" href="classPxControllerDesc.html" title="Descriptor class for a character controller.">PxControllerDesc</a>; +<a name="l00053"></a>00053 <span class="keyword">class </span><a class="code" href="classPxObstacleContext.html" title="Context class for obstacles.">PxObstacleContext</a>; +<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxControllerFilterCallback.html" title="Dedicated filtering callback for CCT vs CCT.">PxControllerFilterCallback</a>; +<a name="l00055"></a>00055 +<a name="l00059"></a><a class="code" href="structPxControllerDebugRenderFlag.html">00059</a> <span class="keyword">struct </span><a class="code" href="structPxControllerDebugRenderFlag.html" title="specifies debug-rendering flags">PxControllerDebugRenderFlag</a> +<a name="l00060"></a>00060 { +<a name="l00061"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9c">00061</a> <span class="keyword">enum</span> <a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9c">Enum</a> +<a name="l00062"></a>00062 { +<a name="l00063"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9cebb20da3030ba4d86cc768d774fa21ae">00063</a> eTEMPORAL_BV = (1<<0), +<a name="l00064"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9ca161d9988d0de3687f09aa94748b966c">00064</a> eCACHED_BV = (1<<1), +<a name="l00065"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9c5a38627c1acae4a4c1c6a5e41cd71e53">00065</a> eOBSTACLES = (1<<2), +<a name="l00066"></a>00066 +<a name="l00067"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9cb6869486b64cea747bc34cec4403c261">00067</a> eNONE = 0, +<a name="l00068"></a><a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9c0e3676fd229bd7fddd94550ce053618a">00068</a> eALL = 0xffffffff +<a name="l00069"></a>00069 }; +<a name="l00070"></a>00070 }; +<a name="l00071"></a>00071 +<a name="l00077"></a><a class="code" href="group__character.html#g2404e3aa455180820b7fa4900d75f18e">00077</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxFlags<PxControllerDebugRenderFlag::Enum, PxU32></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxControllerDebugRenderFlags</a>; +<a name="l00078"></a>00078 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxControllerDebugRenderFlag.html#2ca2d1c4bfca5877efb137362de83b9c">PxControllerDebugRenderFlag::Enum</a>, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>) +<a name="l00079"></a>00079 +<a name="l00080"></a>00080 +<a name="l00081"></a>00081 +<a name="l00086"></a><a class="code" href="classPxControllerManager.html">00086</a> class <a class="code" href="group__character.html#gbef9fd69c168f4786e1682b6271b617c">PX_PHYSX_CHARACTER_API</a> <a class="code" href="classPxControllerManager.html" title="Manages an array of character controllers.">PxControllerManager</a> +<a name="l00087"></a>00087 { +<a name="l00088"></a>00088 <span class="keyword">public</span>: +<a name="l00097"></a>00097 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00098"></a>00098 +<a name="l00104"></a>00104 <span class="keyword">virtual</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>& getScene() <span class="keyword">const</span> = 0; +<a name="l00105"></a>00105 +<a name="l00111"></a>00111 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbControllers() <span class="keyword">const</span> = 0; +<a name="l00112"></a>00112 +<a name="l00119"></a>00119 <span class="keyword">virtual</span> <a class="code" href="classPxController.html" title="Base class for character controllers.">PxController</a>* getController(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> index) = 0; +<a name="l00120"></a>00120 +<a name="l00129"></a>00129 <span class="keyword">virtual</span> <a class="code" href="classPxController.html" title="Base class for character controllers.">PxController</a>* createController(<span class="keyword">const</span> <a class="code" href="classPxControllerDesc.html" title="Descriptor class for a character controller.">PxControllerDesc</a>& desc) = 0; +<a name="l00130"></a>00130 +<a name="l00134"></a>00134 <span class="keyword">virtual</span> <span class="keywordtype">void</span> purgeControllers() = 0; +<a name="l00135"></a>00135 +<a name="l00143"></a>00143 <span class="keyword">virtual</span> <a class="code" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer.">PxRenderBuffer</a>& getRenderBuffer() = 0; +<a name="l00144"></a>00144 +<a name="l00152"></a>00152 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDebugRenderingFlags(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxControllerDebugRenderFlags</a> flags) = 0; +<a name="l00153"></a>00153 +<a name="l00159"></a>00159 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbObstacleContexts() <span class="keyword">const</span> = 0; +<a name="l00160"></a>00160 +<a name="l00167"></a>00167 <span class="keyword">virtual</span> <a class="code" href="classPxObstacleContext.html" title="Context class for obstacles.">PxObstacleContext</a>* getObstacleContext(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> index) = 0; +<a name="l00168"></a>00168 +<a name="l00176"></a>00176 <span class="keyword">virtual</span> <a class="code" href="classPxObstacleContext.html" title="Context class for obstacles.">PxObstacleContext</a>* createObstacleContext() = 0; +<a name="l00177"></a>00177 +<a name="l00195"></a>00195 <span class="keyword">virtual</span> <span class="keywordtype">void</span> computeInteractions(<a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> elapsedTime, <a class="code" href="classPxControllerFilterCallback.html" title="Dedicated filtering callback for CCT vs CCT.">PxControllerFilterCallback</a>* cctFilterCb=NULL) = 0; +<a name="l00196"></a>00196 +<a name="l00210"></a>00210 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setTessellation(<span class="keywordtype">bool</span> flag, <span class="keywordtype">float</span> maxEdgeLength) = 0; +<a name="l00211"></a>00211 +<a name="l00231"></a>00231 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setOverlapRecoveryModule(<span class="keywordtype">bool</span> flag) = 0; +<a name="l00232"></a>00232 +<a name="l00242"></a>00242 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setPreciseSweeps(<span class="keywordtype">bool</span> flag) = 0; +<a name="l00243"></a>00243 +<a name="l00257"></a>00257 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setPreventVerticalSlidingAgainstCeiling(<span class="keywordtype">bool</span> flag) = 0; +<a name="l00258"></a>00258 +<a name="l00271"></a>00271 <span class="keyword">virtual</span> <span class="keywordtype">void</span> shiftOrigin(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& shift) = 0; +<a name="l00272"></a>00272 +<a name="l00273"></a>00273 <span class="keyword">protected</span>: +<a name="l00274"></a><a class="code" href="classPxControllerManager.html#801a75dc7e874c8f65e13baa5aaf6a04">00274</a> <a class="code" href="classPxControllerManager.html#801a75dc7e874c8f65e13baa5aaf6a04">PxControllerManager</a>() {} +<a name="l00275"></a><a class="code" href="classPxControllerManager.html#931109408845159d19f7bf78cc6e2649">00275</a> <span class="keyword">virtual</span> <a class="code" href="classPxControllerManager.html#931109408845159d19f7bf78cc6e2649">~PxControllerManager</a>() {} +<a name="l00276"></a>00276 }; +<a name="l00277"></a>00277 +<a name="l00278"></a>00278 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00279"></a>00279 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00280"></a>00280 <span class="preprocessor">#endif</span> +<a name="l00281"></a>00281 <span class="preprocessor"></span> +<a name="l00298"></a>00298 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__character.html#gbef9fd69c168f4786e1682b6271b617c">PX_PHYSX_CHARACTER_API</a> physx::PxControllerManager* PX_CALL_CONV <a class="code" href="group__character.html#g4a13c0d87b6c72ec7bf5e701157c358b" title="Creates the controller manager.">PxCreateControllerManager</a>(physx::PxScene& scene, <span class="keywordtype">bool</span> lockingEnabled = <span class="keyword">false</span>); +<a name="l00299"></a>00299 +<a name="l00301"></a>00301 <span class="preprocessor">#endif //PX_PHYSICS_CCT_MANAGER</span> +</pre></div></div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |