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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/PxPhysics_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/PxPhysics_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxPhysics_8h-source.html | 278 |
1 files changed, 278 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysics_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysics_8h-source.html new file mode 100644 index 00000000..475565c0 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysics_8h-source.html @@ -0,0 +1,278 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPhysics.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>PxPhysics.h</h1><a href="PxPhysics_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_PHYSICS</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_PHYSICS</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00034"></a>00034 +<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="PxDeletionListener_8h.html">PxDeletionListener.h</a>"</span> +<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxTransform_8h.html">foundation/PxTransform.h</a>"</span> +<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxShape_8h.html">PxShape.h</a>"</span> +<a name="l00043"></a>00043 +<a name="l00044"></a>00044 +<a name="l00045"></a>00045 <span class="preprocessor">#if PX_USE_CLOTH_API</span> +<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="preprocessor">#include "<a class="code" href="PxClothTypes_8h.html">cloth/PxClothTypes.h</a>"</span> +<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxClothFabric_8h.html">cloth/PxClothFabric.h</a>"</span> +<a name="l00048"></a>00048 <span class="preprocessor">#endif</span> +<a name="l00049"></a>00049 <span class="preprocessor"></span> +<a name="l00050"></a>00050 +<a name="l00051"></a>00051 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00052"></a>00052 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00053"></a>00053 { +<a name="l00054"></a>00054 <span class="preprocessor">#endif</span> +<a name="l00055"></a>00055 <span class="preprocessor"></span> +<a name="l00056"></a>00056 <span class="keyword">class </span><a class="code" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface...">PxPvd</a>; +<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="classPxPhysicsInsertionCallback.html" title="Callback interface that permits PxCooking to insert a TriangleMesh, HeightfieldMesh...">PxPhysicsInsertionCallback</a>; +<a name="l00058"></a>00058 +<a name="l00059"></a>00059 <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="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="classPxConstraintConnector.html" title="This class connects a custom constraint to the SDK.">PxConstraintConnector</a>; +<a name="l00061"></a>00061 <span class="keyword">struct </span><a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a>; +<a name="l00062"></a>00062 +<a name="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>; +<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="classPxFoundation.html" title="Foundation SDK singleton class.">PxFoundation</a>; +<a name="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="classPxSerializationRegistry.html" title="Class serving as a registry for XML (RepX) and binary serializable types.">PxSerializationRegistry</a>; +<a name="l00066"></a>00066 +<a name="l00067"></a>00067 <span class="keyword">class </span><a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>; +<a name="l00068"></a>00068 +<a name="l00079"></a><a class="code" href="classPxPhysics.html">00079</a> <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="l00080"></a>00080 { +<a name="l00081"></a>00081 <span class="keyword">public</span>: +<a name="l00082"></a>00082 +<a name="l00086"></a>00086 +<a name="l00087"></a>00087 +<a name="l00088"></a>00088 +<a name="l00089"></a><a class="code" href="classPxPhysics.html#5d2cea62dd20865d8c13b8d07bd6fb60">00089</a> <span class="keyword">virtual</span> <a class="code" href="classPxPhysics.html#5d2cea62dd20865d8c13b8d07bd6fb60">~PxPhysics</a>() {} +<a name="l00090"></a>00090 +<a name="l00091"></a>00091 +<a name="l00110"></a>00110 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00111"></a>00111 +<a name="l00116"></a>00116 <span class="keyword">virtual</span> <a class="code" href="classPxFoundation.html" title="Foundation SDK singleton class.">PxFoundation</a>& getFoundation() = 0; +<a name="l00117"></a>00117 +<a name="l00127"></a>00127 <span class="keyword">virtual</span> <a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>* createAggregate(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxSize, <span class="keywordtype">bool</span> enableSelfCollision) = 0; +<a name="l00128"></a>00128 +<a name="l00133"></a>00133 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>& getTolerancesScale() <span class="keyword">const</span> = 0; +<a name="l00134"></a>00134 +<a name="l00135"></a>00135 +<a name="l00137"></a>00137 +<a name="l00140"></a>00140 +<a name="l00151"></a>00151 <span class="keyword">virtual</span> <a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>* createTriangleMesh(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>& stream) = 0; +<a name="l00152"></a>00152 +<a name="l00153"></a>00153 +<a name="l00154"></a>00154 +<a name="l00162"></a>00162 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbTriangleMeshes() <span class="keyword">const</span> = 0; +<a name="l00163"></a>00163 +<a name="l00178"></a>00178 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getTriangleMeshes(<a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00179"></a>00179 +<a name="l00190"></a>00190 <span class="keyword">virtual</span> <a class="code" href="classPxHeightField.html" title="A height field class.">PxHeightField</a>* createHeightField(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>& stream) = 0; +<a name="l00191"></a>00191 +<a name="l00199"></a>00199 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbHeightFields() <span class="keyword">const</span> = 0; +<a name="l00200"></a>00200 +<a name="l00215"></a>00215 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getHeightFields(<a class="code" href="classPxHeightField.html" title="A height field class.">PxHeightField</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00216"></a>00216 +<a name="l00227"></a>00227 <span class="keyword">virtual</span> <a class="code" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</a>* createConvexMesh(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a> &stream) = 0; +<a name="l00228"></a>00228 +<a name="l00236"></a>00236 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbConvexMeshes() <span class="keyword">const</span> = 0; +<a name="l00237"></a>00237 +<a name="l00252"></a>00252 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getConvexMeshes(<a class="code" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00253"></a>00253 +<a name="l00254"></a>00254 +<a name="l00255"></a>00255 <span class="preprocessor">#if PX_USE_CLOTH_API</span> +<a name="l00256"></a>00256 <span class="preprocessor"></span> +<a name="l00266"></a>00266 <span class="keyword">virtual</span> <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>* createClothFabric(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>& stream) = 0; +<a name="l00267"></a>00267 +<a name="l00280"></a>00280 <span class="keyword">virtual</span> <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>* createClothFabric(<span class="keyword">const</span> <a class="code" href="classPxClothFabricDesc.html" title="References all the data required to create a fabric.">PxClothFabricDesc</a>& desc) = 0; +<a name="l00281"></a>00281 +<a name="l00289"></a>00289 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbClothFabrics() <span class="keyword">const</span> = 0; +<a name="l00290"></a>00290 +<a name="l00304"></a>00304 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getClothFabrics(<a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize) <span class="keyword">const</span> = 0; +<a name="l00305"></a>00305 <span class="preprocessor">#endif</span> +<a name="l00306"></a>00306 <span class="preprocessor"></span> +<a name="l00308"></a>00308 +<a name="l00311"></a>00311 +<a name="l00320"></a>00320 <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>* createScene(<span class="keyword">const</span> <a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>& sceneDesc) = 0; +<a name="l00321"></a>00321 +<a name="l00329"></a>00329 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbScenes() <span class="keyword">const</span> = 0; +<a name="l00330"></a>00330 +<a name="l00345"></a>00345 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getScenes(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00346"></a>00346 +<a name="l00348"></a>00348 +<a name="l00351"></a>00351 +<a name="l00361"></a>00361 <span class="keyword">virtual</span> <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* createRigidStatic(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& pose) = 0; +<a name="l00362"></a>00362 +<a name="l00363"></a>00363 +<a name="l00364"></a>00364 +<a name="l00374"></a>00374 <span class="keyword">virtual</span> <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* createRigidDynamic(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& pose) = 0; +<a name="l00375"></a>00375 +<a name="l00376"></a>00376 +<a name="l00377"></a>00377 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span> +<a name="l00378"></a>00378 <span class="preprocessor"></span> +<a name="l00389"></a>00389 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleSystem.html" title="The particle system class represents the main module for particle based simulation...">PxParticleSystem</a>* createParticleSystem(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <span class="keywordtype">bool</span> perParticleRestOffset = <span class="keyword">false</span>) = 0; +<a name="l00390"></a>00390 +<a name="l00402"></a>00402 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleFluid.html" title="The particle fluid class represents the main module for particle based fluid simulation...">PxParticleFluid</a>* createParticleFluid(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <span class="keywordtype">bool</span> perParticleRestOffset = <span class="keyword">false</span>) = 0; +<a name="l00403"></a>00403 <span class="preprocessor">#endif</span> +<a name="l00404"></a>00404 <span class="preprocessor"></span> +<a name="l00405"></a>00405 +<a name="l00406"></a>00406 <span class="preprocessor">#if PX_USE_CLOTH_API</span> +<a name="l00407"></a>00407 <span class="preprocessor"></span> +<a name="l00418"></a>00418 <span class="keyword">virtual</span> <a class="code" href="classPxCloth.html" title="Set of connected particles tailored towards simulating character cloth.">PxCloth</a>* createCloth(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& globalPose, <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>& fabric, <span class="keyword">const</span> <a class="code" href="structPxClothParticle.html" title="Per particle data for cloth.">PxClothParticle</a>* particles, <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxClothFlags</a> flags) = 0; +<a name="l00419"></a>00419 <span class="preprocessor">#endif</span> +<a name="l00420"></a>00420 <span class="preprocessor"></span> +<a name="l00434"></a>00434 <span class="keyword">virtual</span> <a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>* createPruningStructure(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>*<span class="keyword">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors) = 0; +<a name="l00435"></a>00435 +<a name="l00437"></a>00437 +<a name="l00440"></a>00440 +<a name="l00441"></a>00441 +<a name="l00457"></a><a class="code" href="classPxPhysics.html#bc564607f208cbc1944880172a3d62fe">00457</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* createShape( <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, +<a name="l00458"></a>00458 <span class="keyword">const</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>& material, +<a name="l00459"></a>00459 <span class="keywordtype">bool</span> isExclusive = <span class="keyword">false</span>, +<a name="l00460"></a>00460 <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>) +<a name="l00461"></a>00461 { +<a name="l00462"></a>00462 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>* materialPtr = <span class="keyword">const_cast<</span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">></span>(&material); +<a name="l00463"></a>00463 <span class="keywordflow">return</span> createShape(geometry, &materialPtr, 1, isExclusive, shapeFlags); +<a name="l00464"></a>00464 } +<a name="l00465"></a>00465 +<a name="l00466"></a>00466 +<a name="l00483"></a>00483 <span class="keyword">virtual</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* createShape(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, +<a name="l00484"></a>00484 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">const</span> * materials, +<a name="l00485"></a>00485 <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> materialCount, +<a name="l00486"></a>00486 <span class="keywordtype">bool</span> isExclusive = <span class="keyword">false</span>, +<a name="l00487"></a>00487 <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>) = 0; +<a name="l00488"></a>00488 +<a name="l00489"></a>00489 +<a name="l00497"></a>00497 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbShapes() <span class="keyword">const</span> = 0; +<a name="l00498"></a>00498 +<a name="l00513"></a>00513 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getShapes(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00514"></a>00514 +<a name="l00516"></a>00516 +<a name="l00519"></a>00519 +<a name="l00520"></a>00520 +<a name="l00537"></a>00537 <span class="keyword">virtual</span> <a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>* createConstraint(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor0, <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor1, <a class="code" href="classPxConstraintConnector.html" title="This class connects a custom constraint to the SDK.">PxConstraintConnector</a>& connector, <span class="keyword">const</span> <a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a>& shaders, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dataSize) = 0; +<a name="l00538"></a>00538 +<a name="l00539"></a>00539 +<a name="l00547"></a>00547 <span class="keyword">virtual</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>* createArticulation() = 0; +<a name="l00548"></a>00548 +<a name="l00550"></a>00550 +<a name="l00553"></a>00553 +<a name="l00554"></a>00554 +<a name="l00566"></a>00566 <span class="keyword">virtual</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>* createMaterial(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> staticFriction, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> dynamicFriction, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> restitution) = 0; +<a name="l00567"></a>00567 +<a name="l00568"></a>00568 +<a name="l00576"></a>00576 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbMaterials() <span class="keyword">const</span> = 0; +<a name="l00577"></a>00577 +<a name="l00592"></a>00592 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaterials(<a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0; +<a name="l00593"></a>00593 +<a name="l00595"></a>00595 +<a name="l00598"></a>00598 +<a name="l00614"></a>00614 <span class="keyword">virtual</span> <span class="keywordtype">void</span> registerDeletionListener(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>& observer, <span class="keyword">const</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxDeletionEventFlags</a>& deletionEvents, <span class="keywordtype">bool</span> restrictedObjectSet = <span class="keyword">false</span>) = 0; +<a name="l00615"></a>00615 +<a name="l00625"></a>00625 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unregisterDeletionListener(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>& observer) = 0; +<a name="l00626"></a>00626 +<a name="l00642"></a>00642 <span class="keyword">virtual</span> <span class="keywordtype">void</span> registerDeletionListenerObjects(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>& observer, <span class="keyword">const</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>* <span class="keyword">const</span>* observables, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> observableCount) = 0; +<a name="l00643"></a>00643 +<a name="l00659"></a>00659 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unregisterDeletionListenerObjects(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>& observer, <span class="keyword">const</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>* <span class="keyword">const</span>* observables, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> observableCount) = 0; +<a name="l00660"></a>00660 +<a name="l00669"></a>00669 <span class="keyword">virtual</span> <a class="code" href="classPxPhysicsInsertionCallback.html" title="Callback interface that permits PxCooking to insert a TriangleMesh, HeightfieldMesh...">PxPhysicsInsertionCallback</a>& getPhysicsInsertionCallback() = 0; +<a name="l00670"></a>00670 +<a name="l00672"></a>00672 }; +<a name="l00673"></a>00673 +<a name="l00674"></a>00674 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00675"></a>00675 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00676"></a>00676 <span class="preprocessor">#endif</span> +<a name="l00677"></a>00677 <span class="preprocessor"></span> +<a name="l00685"></a>00685 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g92144d0904f8a696f85737c576b88d9f" title="Enables the usage of the articulations feature. This function is called automatically...">PxRegisterArticulations</a>(physx::PxPhysics& physics); +<a name="l00686"></a>00686 +<a name="l00704"></a>00704 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(physx::PxPhysics& physics); +<a name="l00705"></a>00705 +<a name="l00718"></a>00718 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g3a556a2d568cf1f36726d099bb21abd4" title="Enables the usage of the legacy heightfield feature.">PxRegisterLegacyHeightFields</a>(physx::PxPhysics& physics); +<a name="l00719"></a>00719 +<a name="l00727"></a><a class="code" href="group__physics.html#g6adbba7aad2d451e684110269dddd720">00727</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g6adbba7aad2d451e684110269dddd720" title="Enables the usage of the unified heightfield feature.">PxRegisterUnifiedHeightFields</a>(physx::PxPhysics& physics) +<a name="l00728"></a>00728 { +<a name="l00729"></a>00729 <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(physics); +<a name="l00730"></a>00730 } +<a name="l00731"></a>00731 +<a name="l00732"></a>00732 +<a name="l00740"></a>00740 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#gb0b300b30efd81868ff51f9544e85b11" title="Enables the usage of the cloth feature. This function is called automatically inside...">PxRegisterCloth</a>(physx::PxPhysics& physics); +<a name="l00741"></a>00741 +<a name="l00751"></a>00751 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g197726c3bfa1abc6fbe43875c2483b38" title="Enables the usage of the particles feature. This function is called automatically...">PxRegisterParticles</a>(physx::PxPhysics& physics); +<a name="l00752"></a>00752 +<a name="l00774"></a>00774 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> physx::PxPhysics* PX_CALL_CONV <a class="code" href="group__physics.html#gd63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered...">PxCreateBasePhysics</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> version, +<a name="l00775"></a>00775 physx::PxFoundation& foundation, +<a name="l00776"></a>00776 <span class="keyword">const</span> physx::PxTolerancesScale& scale, +<a name="l00777"></a>00777 <span class="keywordtype">bool</span> trackOutstandingAllocations = <span class="keyword">false</span>, +<a name="l00778"></a>00778 physx::PxPvd* pvd = NULL); +<a name="l00779"></a>00779 +<a name="l00807"></a><a class="code" href="group__physics.html#g8039bfec65da68b2294a97175ddb2c66">00807</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> physx::PxPhysics* <a class="code" href="group__physics.html#g8039bfec65da68b2294a97175ddb2c66" title="Creates an instance of the physics SDK.">PxCreatePhysics</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> version, +<a name="l00808"></a>00808 physx::PxFoundation& foundation, +<a name="l00809"></a>00809 <span class="keyword">const</span> physx::PxTolerancesScale& scale, +<a name="l00810"></a>00810 <span class="keywordtype">bool</span> trackOutstandingAllocations = <span class="keyword">false</span>, +<a name="l00811"></a>00811 physx::PxPvd* pvd = NULL ) +<a name="l00812"></a>00812 { +<a name="l00813"></a>00813 physx::PxPhysics* physics = <a class="code" href="group__physics.html#gd63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered...">PxCreateBasePhysics</a>(version, foundation, scale, trackOutstandingAllocations, pvd); +<a name="l00814"></a>00814 <span class="keywordflow">if</span>(!physics) +<a name="l00815"></a>00815 <span class="keywordflow">return</span> NULL; +<a name="l00816"></a>00816 +<a name="l00817"></a>00817 <a class="code" href="group__physics.html#g92144d0904f8a696f85737c576b88d9f" title="Enables the usage of the articulations feature. This function is called automatically...">PxRegisterArticulations</a>(*physics); +<a name="l00818"></a>00818 <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(*physics); +<a name="l00819"></a>00819 <a class="code" href="group__physics.html#gb0b300b30efd81868ff51f9544e85b11" title="Enables the usage of the cloth feature. This function is called automatically inside...">PxRegisterCloth</a>(*physics); +<a name="l00820"></a>00820 <a class="code" href="group__physics.html#g197726c3bfa1abc6fbe43875c2483b38" title="Enables the usage of the particles feature. This function is called automatically...">PxRegisterParticles</a>(*physics); +<a name="l00821"></a>00821 +<a name="l00822"></a>00822 <span class="keywordflow">return</span> physics; +<a name="l00823"></a>00823 } +<a name="l00824"></a>00824 +<a name="l00832"></a>00832 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> physx::PxPhysics& PX_CALL_CONV <a class="code" href="group__physics.html#g824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created.">PxGetPhysics</a>(); +<a name="l00833"></a>00833 +<a name="l00835"></a>00835 <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> |