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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidActor.h Source File</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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+ <img alt="" src="images/PhysXlogo.png" align="middle"> <br>
+ <center>
+ <a class="qindex" href="main.html">Main Page</a> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
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+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxRigidActor.h</h1><a href="PxRigidActor_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_RIGIDACTOR</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_RIGIDACTOR</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxActor_8h.html">PxActor.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxShape_8h.html">PxShape.h</a>"</span>
+<a name="l00039"></a>00039
+<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
+<a name="l00042"></a>00042 {
+<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
+<a name="l00044"></a>00044 <span class="preprocessor"></span>
+<a name="l00045"></a>00045 <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>;
+<a name="l00046"></a>00046 <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="l00047"></a>00047 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>;
+<a name="l00048"></a>00048
+<a name="l00057"></a><a class="code" href="classPxRigidActor.html">00057</a> <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> : <span class="keyword">public</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="l00058"></a>00058 {
+<a name="l00059"></a>00059 <span class="keyword">public</span>:
+<a name="l00076"></a>00076 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
+<a name="l00077"></a>00077
+<a name="l00078"></a>00078
+<a name="l00079"></a>00079 <span class="comment">/************************************************************************************************/</span>
+<a name="l00092"></a>00092 <span class="keyword">virtual</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> getGlobalPose() <span class="keyword">const</span> = 0;
+<a name="l00093"></a>00093
+<a name="l00119"></a>00119 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setGlobalPose(<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>&amp; pose, <span class="keywordtype">bool</span> autowake = <span class="keyword">true</span>) = 0;
+<a name="l00120"></a>00120
+<a name="l00121"></a>00121
+<a name="l00122"></a>00122 <span class="comment">/************************************************************************************************/</span>
+<a name="l00158"></a>00158 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <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>&amp; geometry, <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 class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> materialCount, <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="l00159"></a>00159
+<a name="l00190"></a><a class="code" href="classPxRigidActor.html#d72a72f5131a3ca166d31c435c22bb8c">00190</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</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>&amp; geometry, <span class="keyword">const</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>&amp; material, <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="l00191"></a>00191 {
+<a name="l00192"></a>00192 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>* materialPtr = <span class="keyword">const_cast&lt;</span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">&gt;</span>(&amp;material);
+<a name="l00193"></a>00193 <span class="keywordflow">return</span> createShape(geometry, &amp;materialPtr, 1, shapeFlags);
+<a name="l00194"></a>00194 }
+<a name="l00195"></a>00195
+<a name="l00213"></a>00213 <span class="keyword">virtual</span> <span class="keywordtype">void</span> attachShape(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>&amp; shape) = 0;
+<a name="l00214"></a>00214
+<a name="l00215"></a>00215
+<a name="l00226"></a>00226 <span class="keyword">virtual</span> <span class="keywordtype">void</span> detachShape(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>&amp; shape, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
+<a name="l00227"></a>00227
+<a name="l00228"></a>00228
+<a name="l00238"></a>00238 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbShapes() <span class="keyword">const</span> = 0;
+<a name="l00239"></a>00239
+<a name="l00240"></a>00240
+<a name="l00257"></a>00257 <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="l00258"></a>00258
+<a name="l00259"></a>00259 <span class="comment">/************************************************************************************************/</span>
+<a name="l00272"></a>00272 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbConstraints() <span class="keyword">const</span> = 0;
+<a name="l00273"></a>00273
+<a name="l00274"></a>00274
+<a name="l00289"></a>00289 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getConstraints(<a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</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="l00290"></a>00290
+<a name="l00291"></a>00291 <span class="keyword">protected</span>:
+<a name="l00292"></a><a class="code" href="classPxRigidActor.html#ea61d8192d25e64cefbbdc5f6d68a39b">00292</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidActor.html#ea61d8192d25e64cefbbdc5f6d68a39b">PxRigidActor</a>(<a class="code" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>(concreteType, baseFlags) {}
+<a name="l00293"></a><a class="code" href="classPxRigidActor.html#bc3690608611b90d1efd033e804fd774">00293</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidActor.html#bc3690608611b90d1efd033e804fd774">PxRigidActor</a>(<a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>(baseFlags) {}
+<a name="l00294"></a><a class="code" href="classPxRigidActor.html#aa01a5b7ff077d01da077a5c8163609f">00294</a> <span class="keyword">virtual</span> <a class="code" href="classPxRigidActor.html#aa01a5b7ff077d01da077a5c8163609f">~PxRigidActor</a>() {}
+<a name="l00295"></a><a class="code" href="classPxRigidActor.html#e644382039f621f73ca7db7aa9d2e0cf">00295</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxRigidActor.html#e644382039f621f73ca7db7aa9d2e0cf" title="Returns whether a given type name matches with the type of this instance.">isKindOf</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* name)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> !::strcmp(<span class="stringliteral">"PxRigidActor"</span>, name) || <a class="code" href="classPxActor.html#fe6ddb3480f61350f60496c2e903c5c7" title="Returns whether a given type name matches with the type of this instance.">PxActor::isKindOf</a>(name); }
+<a name="l00296"></a>00296 };
+<a name="l00297"></a>00297
+<a name="l00298"></a>00298
+<a name="l00299"></a>00299 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00300"></a>00300 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00301"></a>00301 <span class="preprocessor">#endif</span>
+<a name="l00302"></a>00302 <span class="preprocessor"></span>
+<a name="l00304"></a>00304 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
+<hr style="width: 100%; height: 2px;"><br>
+Copyright &copy; 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>
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