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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/PxParticleExt_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/PxParticleExt_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxParticleExt_8h-source.html | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxParticleExt_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxParticleExt_8h-source.html new file mode 100644 index 00000000..8f0b5a01 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxParticleExt_8h-source.html @@ -0,0 +1,113 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleExt.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>PxParticleExt.h</h1><a href="PxParticleExt_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_EXTENSIONS_PARTICLEEXT_H</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_PARTICLEEXT_H</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span> +<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxStrideIterator_8h.html">foundation/PxStrideIterator.h</a>"</span> +<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span> +<a name="l00040"></a>00040 +<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00043"></a>00043 { +<a name="l00044"></a>00044 <span class="preprocessor">#endif</span> +<a name="l00045"></a>00045 <span class="preprocessor"></span> +<a name="l00050"></a><a class="code" href="classPxParticleExt.html">00050</a> <span class="keyword">class </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxParticleExt.html" title="extensions for the partice feature (deprecated)">PxParticleExt</a> +<a name="l00051"></a>00051 { +<a name="l00052"></a>00052 <span class="keyword">public</span>: +<a name="l00053"></a>00053 +<a name="l00054"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html">00054</a> <span class="keyword">struct </span><a class="code" href="structPxParticleExt_1_1ParticleBounds.html">ParticleBounds</a> +<a name="l00055"></a>00055 { +<a name="l00056"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#be957044e7d079311e86f433cb869be9">00056</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> bounds; +<a name="l00057"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#84dfbf80fb1bd0f10c7e0c4d015ca1dd">00057</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> firstParticle; +<a name="l00058"></a><a class="code" href="structPxParticleExt_1_1ParticleBounds.html#d416d962f82b62bef4dfef8b7141b091">00058</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> numParticles; +<a name="l00059"></a>00059 }; +<a name="l00060"></a>00060 +<a name="l00098"></a>00098 <span class="keyword">static</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> buildBoundsHash(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* sortedParticleIndices, +<a name="l00099"></a>00099 <a class="code" href="structPxParticleExt_1_1ParticleBounds.html">ParticleBounds</a>* particleBounds, +<a name="l00100"></a>00100 <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html">PxStrideIterator<const PxVec3></a>& positionBuffer, +<a name="l00101"></a>00101 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> validParticleRange, +<a name="l00102"></a>00102 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* validParticleBitmap, +<a name="l00103"></a>00103 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> hashSize, +<a name="l00104"></a>00104 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxBounds, +<a name="l00105"></a>00105 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> gridSpacing); +<a name="l00106"></a>00106 +<a name="l00116"></a><a class="code" href="classPxParticleExt_1_1IndexPool.html">00116</a> <span class="keyword">class </span><a class="code" href="classPxParticleExt_1_1IndexPool.html" title="Class to manage particle indices. Extension particle index management can be useful...">IndexPool</a> +<a name="l00117"></a>00117 { +<a name="l00118"></a>00118 <span class="keyword">public</span>: +<a name="l00125"></a>00125 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> allocateIndices(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> num, <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html" title="Iterator class for iterating over arrays of data that may be interleaved with other...">PxStrideIterator<PxU32></a>& indexBuffer) = 0; +<a name="l00126"></a>00126 +<a name="l00133"></a>00133 <span class="keyword">virtual</span> <span class="keywordtype">void</span> freeIndices(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> num, <span class="keyword">const</span> <a class="code" href="classPxStrideIterator.html">PxStrideIterator<const PxU32></a>& indexBuffer) = 0; +<a name="l00134"></a>00134 +<a name="l00138"></a>00138 <span class="keyword">virtual</span> <span class="keywordtype">void</span> freeIndices() = 0; +<a name="l00139"></a>00139 +<a name="l00143"></a>00143 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00144"></a>00144 +<a name="l00148"></a><a class="code" href="classPxParticleExt_1_1IndexPool.html#caa320043604a6cdf87803719e7ea193">00148</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleExt_1_1IndexPool.html#caa320043604a6cdf87803719e7ea193" title="virtual destructor">~IndexPool</a>() {} +<a name="l00149"></a>00149 }; +<a name="l00150"></a>00150 +<a name="l00155"></a>00155 <span class="keyword">static</span> IndexPool* createIndexPool(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles); +<a name="l00156"></a>00156 +<a name="l00163"></a>00163 <span class="keyword">static</span> IndexPool* createIndexPool(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> validParticleRange, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* validParticleBitmap); +<a name="l00164"></a>00164 +<a name="l00165"></a>00165 }; +<a name="l00166"></a>00166 +<a name="l00167"></a>00167 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00168"></a>00168 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00169"></a>00169 <span class="preprocessor">#endif</span> +<a name="l00170"></a>00170 <span class="preprocessor"></span> +<a name="l00172"></a>00172 <span class="preprocessor">#endif</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> |