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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
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxRigidBody_8h-source.html
downloadphysx-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]
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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidBody.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> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
+ <a class="qindex" href="functions.html">Compound Members</a> &nbsp;
+ </center>
+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxRigidBody.h</h1><a href="PxRigidBody_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_RIGIDBODY</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_RIGIDBODY</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxRigidActor_8h.html">PxRigidActor.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxForceMode_8h.html">PxForceMode.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
+<a name="l00052"></a><a class="code" href="structPxRigidBodyFlag.html">00052</a> <span class="keyword">struct </span><a class="code" href="structPxRigidBodyFlag.html" title="Collection of flags describing the behavior of a rigid body.">PxRigidBodyFlag</a>
+<a name="l00053"></a>00053 {
+<a name="l00054"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596">00054</a> <span class="keyword">enum</span> <a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596">Enum</a>
+<a name="l00055"></a>00055 {
+<a name="l00056"></a>00056
+<a name="l00078"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596bd76e6985e9db78efb7a66148ea4c212">00078</a> eKINEMATIC = (1&lt;&lt;0),
+<a name="l00079"></a>00079
+<a name="l00089"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596983c62745e575428d8b0aadefc23e8bc">00089</a> eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES = (1&lt;&lt;1),
+<a name="l00090"></a>00090
+<a name="l00101"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596686cdd889652a435c19d8c663d809d9e">00101</a> eENABLE_CCD = (1&lt;&lt;2),
+<a name="l00102"></a>00102
+<a name="l00112"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba859637775d7c189d9f499fdfda010f73fb95">00112</a> eENABLE_CCD_FRICTION = (1&lt;&lt;3),
+<a name="l00113"></a>00113
+<a name="l00124"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596c89b33b0290d667f6f2ae69298631d01">00124</a> eENABLE_POSE_INTEGRATION_PREVIEW = (1 &lt;&lt; 4),
+<a name="l00125"></a>00125
+<a name="l00129"></a><a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596f13d6aa80b364fe2cef81a0039e37d45">00129</a> eENABLE_SPECULATIVE_CCD = (1 &lt;&lt; 5)
+<a name="l00130"></a>00130 };
+<a name="l00131"></a>00131 };
+<a name="l00132"></a>00132
+<a name="l00138"></a><a class="code" href="group__physics.html#g2ab6803c803ae6372791ff060068c6a1">00138</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&lt;PxRigidBodyFlag::Enum,PxU8&gt;</a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidBodyFlags</a>;
+<a name="l00139"></a>00139 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596">PxRigidBodyFlag::Enum</a>,<a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a>)
+<a name="l00140"></a>00140
+<a name="l00141"></a>00141
+<a name="l00147"></a><a class="code" href="classPxRigidBody.html">00147</a> class <a class="code" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a> : public <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>
+<a name="l00148"></a>00148 {
+<a name="l00149"></a>00149 <span class="keyword">public</span>:
+<a name="l00150"></a>00150 <span class="comment">// Runtime modifications</span>
+<a name="l00151"></a>00151
+<a name="l00152"></a>00152 <span class="comment">/************************************************************************************************/</span>
+<a name="l00170"></a>00170 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setCMassLocalPose(<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) = 0;
+<a name="l00171"></a>00171
+<a name="l00172"></a>00172
+<a name="l00180"></a>00180 <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> getCMassLocalPose() <span class="keyword">const</span> = 0;
+<a name="l00181"></a>00181
+<a name="l00182"></a>00182
+<a name="l00202"></a>00202 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMass(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> mass) = 0;
+<a name="l00203"></a>00203
+<a name="l00213"></a>00213 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMass() <span class="keyword">const</span> = 0;
+<a name="l00214"></a>00214
+<a name="l00222"></a>00222 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getInvMass() <span class="keyword">const</span> = 0;
+<a name="l00223"></a>00223
+<a name="l00245"></a>00245 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMassSpaceInertiaTensor(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; m) = 0;
+<a name="l00246"></a>00246
+<a name="l00258"></a>00258 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getMassSpaceInertiaTensor() <span class="keyword">const</span> = 0;
+<a name="l00259"></a>00259
+<a name="l00271"></a>00271 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getMassSpaceInvInertiaTensor() <span class="keyword">const</span> = 0;
+<a name="l00272"></a>00272
+<a name="l00273"></a>00273
+<a name="l00274"></a>00274 <span class="comment">/************************************************************************************************/</span>
+<a name="l00286"></a>00286 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getLinearVelocity() <span class="keyword">const</span> = 0;
+<a name="l00287"></a>00287
+<a name="l00307"></a>00307 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setLinearVelocity(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; linVel, <span class="keywordtype">bool</span> autowake = <span class="keyword">true</span> ) = 0;
+<a name="l00308"></a>00308
+<a name="l00309"></a>00309
+<a name="l00310"></a>00310
+<a name="l00318"></a>00318 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getAngularVelocity() <span class="keyword">const</span> = 0;
+<a name="l00319"></a>00319
+<a name="l00320"></a>00320
+<a name="l00340"></a>00340 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setAngularVelocity(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; angVel, <span class="keywordtype">bool</span> autowake = <span class="keyword">true</span> ) = 0;
+<a name="l00341"></a>00341
+<a name="l00342"></a>00342
+<a name="l00343"></a>00343 <span class="comment">/************************************************************************************************/</span>
+<a name="l00377"></a>00377 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addForce(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; force, <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e545">PxForceMode::Enum</a> mode = <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e5456e707aa50e1612a2603643ee2df85f1a" title="parameter has unit of mass * distance/ time^2, i.e. a force">PxForceMode::eFORCE</a>, <span class="keywordtype">bool</span> autowake = <span class="keyword">true</span>) = 0;
+<a name="l00378"></a>00378
+<a name="l00407"></a>00407 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addTorque(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; torque, <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e545">PxForceMode::Enum</a> mode = <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e5456e707aa50e1612a2603643ee2df85f1a" title="parameter has unit of mass * distance/ time^2, i.e. a force">PxForceMode::eFORCE</a>, <span class="keywordtype">bool</span> autowake = <span class="keyword">true</span>) = 0;
+<a name="l00408"></a>00408
+<a name="l00428"></a>00428 <span class="keyword">virtual</span> <span class="keywordtype">void</span> clearForce(<a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e545">PxForceMode::Enum</a> mode = <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e5456e707aa50e1612a2603643ee2df85f1a" title="parameter has unit of mass * distance/ time^2, i.e. a force">PxForceMode::eFORCE</a>) = 0;
+<a name="l00429"></a>00429
+<a name="l00449"></a>00449 <span class="keyword">virtual</span> <span class="keywordtype">void</span> clearTorque(<a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e545">PxForceMode::Enum</a> mode = <a class="code" href="structPxForceMode.html#adaaafefe0478d829b816154c676e5456e707aa50e1612a2603643ee2df85f1a" title="parameter has unit of mass * distance/ time^2, i.e. a force">PxForceMode::eFORCE</a>) = 0;
+<a name="l00450"></a>00450
+<a name="l00466"></a>00466 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setRigidBodyFlag(<a class="code" href="structPxRigidBodyFlag.html#5fd4878ae66a98c030a9d976e8ba8596">PxRigidBodyFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0;
+<a name="l00467"></a>00467 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setRigidBodyFlags(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidBodyFlags</a> inFlags) = 0;
+<a name="l00468"></a>00468
+<a name="l00478"></a>00478 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidBodyFlags</a> getRigidBodyFlags() <span class="keyword">const</span> = 0;
+<a name="l00479"></a>00479
+<a name="l00501"></a>00501 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMinCCDAdvanceCoefficient(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> advanceCoefficient) = 0;
+<a name="l00502"></a>00502
+<a name="l00512"></a>00512 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMinCCDAdvanceCoefficient() <span class="keyword">const</span> = 0;
+<a name="l00513"></a>00513
+<a name="l00514"></a>00514
+<a name="l00520"></a>00520 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMaxDepenetrationVelocity(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> biasClamp) = 0;
+<a name="l00521"></a>00521
+<a name="l00527"></a>00527 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMaxDepenetrationVelocity() <span class="keyword">const</span> = 0;
+<a name="l00528"></a>00528
+<a name="l00529"></a>00529
+<a name="l00539"></a>00539 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMaxContactImpulse(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxImpulse) = 0;
+<a name="l00540"></a>00540
+<a name="l00548"></a>00548 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMaxContactImpulse() <span class="keyword">const</span> = 0;
+<a name="l00549"></a>00549
+<a name="l00550"></a>00550
+<a name="l00551"></a>00551 <span class="keyword">protected</span>:
+<a name="l00552"></a><a class="code" href="classPxRigidBody.html#df18dc769f8d1d3da7760097fa699acb">00552</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidBody.html#df18dc769f8d1d3da7760097fa699acb">PxRigidBody</a>(<a class="code" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : PxRigidActor(concreteType, baseFlags) {}
+<a name="l00553"></a><a class="code" href="classPxRigidBody.html#14d4e7068063768f6029a975ff5d41e4">00553</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidBody.html#14d4e7068063768f6029a975ff5d41e4">PxRigidBody</a>(<a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : PxRigidActor(baseFlags) {}
+<a name="l00554"></a><a class="code" href="classPxRigidBody.html#229ff64730b95c9c36b653ffee707e8a">00554</a> <span class="keyword">virtual</span> <a class="code" href="classPxRigidBody.html#229ff64730b95c9c36b653ffee707e8a">~PxRigidBody</a>() {}
+<a name="l00555"></a><a class="code" href="classPxRigidBody.html#d2e17e08871d8a2f492aee495550a0a0">00555</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxRigidBody.html#d2e17e08871d8a2f492aee495550a0a0" 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">"PxRigidBody"</span>, name) || <a class="code" href="classPxRigidActor.html#e644382039f621f73ca7db7aa9d2e0cf" title="Returns whether a given type name matches with the type of this instance.">PxRigidActor::isKindOf</a>(name); }
+<a name="l00556"></a>00556 };
+<a name="l00557"></a>00557
+<a name="l00558"></a>00558
+<a name="l00559"></a>00559 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00560"></a>00560 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00561"></a>00561 <span class="preprocessor">#endif</span>
+<a name="l00562"></a>00562 <span class="preprocessor"></span>
+<a name="l00564"></a>00564 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
+<hr style="width: 100%; height: 2px;"><br>
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