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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/PxPhysXConfig_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/PxPhysXConfig_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxPhysXConfig_8h-source.html | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysXConfig_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysXConfig_8h-source.html new file mode 100644 index 00000000..3b970eba --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysXConfig_8h-source.html @@ -0,0 +1,109 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPhysXConfig.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>PxPhysXConfig.h</h1><a href="PxPhysXConfig_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_NX</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span> +<a name="l00041"></a>00041 +<a name="l00042"></a>00042 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00043"></a>00043 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00044"></a>00044 { +<a name="l00045"></a>00045 <span class="preprocessor">#endif</span> +<a name="l00046"></a>00046 <span class="preprocessor"></span> +<a name="l00047"></a>00047 <span class="comment">// Exposing the ParticleSystem API. Run API meta data generation in Tools/PhysXMetaDataGenerator when changing.</span> +<a name="l00048"></a><a class="code" href="group__physics.html#g4bbe5f9e9d6c0dc6c9a030201bcc4bdd">00048</a> <span class="preprocessor">#define PX_USE_PARTICLE_SYSTEM_API 1</span> +<a name="l00049"></a>00049 <span class="preprocessor"></span> +<a name="l00050"></a>00050 <span class="comment">// Exposing of the Cloth API. Run API meta data generation in Tools/PhysXMetaDataGenerator when changing.</span> +<a name="l00051"></a><a class="code" href="group__physics.html#gd61cd3c12ce8e68a6eb95e351f6e175c">00051</a> <span class="preprocessor">#define PX_USE_CLOTH_API 1</span> +<a name="l00052"></a>00052 <span class="preprocessor"></span> +<a name="l00053"></a>00053 <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="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>; +<a name="l00055"></a>00055 +<a name="l00056"></a>00056 <span class="keyword">class </span><a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>; +<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>; +<a name="l00058"></a>00058 <span class="keyword">class </span><a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>; +<a name="l00059"></a>00059 <span class="keyword">class </span><a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>; +<a name="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>; +<a name="l00061"></a>00061 <span class="keyword">class </span>PxConstraintDesc; +<a name="l00062"></a>00062 +<a name="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics...">PxArticulation</a>; +<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body">PxArticulationLink</a>; +<a name="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="classPxArticulationJoint.html" title="a joint between two links in an articulation.">PxArticulationJoint</a>; +<a name="l00066"></a>00066 +<a name="l00067"></a>00067 <span class="keyword">class </span><a class="code" href="classPxParticleSystem.html" title="The particle system class represents the main module for particle based simulation...">PxParticleSystem</a>; +<a name="l00068"></a>00068 <span class="keyword">class </span><a class="code" href="classPxParticleFluid.html" title="The particle fluid class represents the main module for particle based fluid simulation...">PxParticleFluid</a>; +<a name="l00069"></a>00069 <span class="keyword">class </span><a class="code" href="classPxParticleReadData.html" title="Data layout descriptor for reading particle data from the SDK. (deprecated).">PxParticleReadData</a>; +<a name="l00070"></a>00070 <span class="keyword">class </span><a class="code" href="classPxParticleFluidReadData.html" title="Data layout descriptor for reading fluid particle data from the SDK. (deprecated)...">PxParticleFluidReadData</a>; +<a name="l00071"></a>00071 +<a name="l00072"></a>00072 <span class="keyword">class </span><a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>; +<a name="l00073"></a>00073 <span class="keyword">class </span><a class="code" href="classPxCloth.html" title="Set of connected particles tailored towards simulating character cloth.">PxCloth</a>; +<a name="l00074"></a>00074 <span class="keyword">class </span>PxClothParticleData; +<a name="l00075"></a>00075 +<a name="l00076"></a>00076 +<a name="l00077"></a>00077 <span class="keyword">class </span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>; +<a name="l00078"></a>00078 +<a name="l00079"></a>00079 <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="l00080"></a>00080 <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>; +<a name="l00081"></a>00081 <span class="keyword">class </span><a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>; +<a name="l00082"></a>00082 +<a name="l00083"></a>00083 <span class="keyword">class </span><a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>; +<a name="l00084"></a>00084 +<a name="l00085"></a>00085 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00086"></a>00086 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00087"></a>00087 <span class="preprocessor">#endif</span> +<a name="l00088"></a>00088 <span class="preprocessor"></span> +<a name="l00090"></a>00090 <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> |