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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxAggregate.h Source File</title>
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+ <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;
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+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxAggregate.h</h1><a href="PxAggregate_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_AGGREGATE</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_AGGREGATE</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
+<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBase_8h.html">common/PxBase.h</a>"</span>
+<a name="l00040"></a>00040
+<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="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="l00048"></a>00048
+<a name="l00069"></a><a class="code" href="classPxAggregate.html">00069</a> <span class="keyword">class </span><a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a> : <span class="keyword">public</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>
+<a name="l00070"></a>00070 {
+<a name="l00071"></a>00071 <span class="keyword">public</span>:
+<a name="l00072"></a>00072
+<a name="l00081"></a>00081 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
+<a name="l00082"></a>00082
+<a name="l00097"></a>00097 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> addActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor) = 0;
+<a name="l00098"></a>00098
+<a name="l00110"></a>00110 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor) = 0;
+<a name="l00111"></a>00111
+<a name="l00126"></a>00126 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> addArticulation(<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>&amp; articulation) = 0;
+<a name="l00127"></a>00127
+<a name="l00139"></a>00139 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeArticulation(<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>&amp; articulation) = 0;
+<a name="l00140"></a>00140
+<a name="l00150"></a>00150 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbActors() <span class="keyword">const</span> = 0;
+<a name="l00151"></a>00151
+<a name="l00159"></a>00159 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbActors() <span class="keyword">const</span> = 0;
+<a name="l00160"></a>00160
+<a name="l00173"></a>00173 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getActors(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</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="l00174"></a>00174
+<a name="l00182"></a>00182 <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>* getScene() = 0;
+<a name="l00183"></a>00183
+<a name="l00189"></a>00189 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getSelfCollision() <span class="keyword">const</span> = 0;
+<a name="l00190"></a>00190
+<a name="l00191"></a><a class="code" href="classPxAggregate.html#d93b769087546b1a96ba0302b6b52cd7">00191</a> <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="classPxAggregate.html#d93b769087546b1a96ba0302b6b52cd7" title="Returns string name of dynamic type.">getConcreteTypeName</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <span class="stringliteral">"PxAggregate"</span>; }
+<a name="l00192"></a>00192
+<a name="l00193"></a>00193 <span class="keyword">protected</span>:
+<a name="l00194"></a><a class="code" href="classPxAggregate.html#5a056899bfb00d7165bd04bcb6e0dc52">00194</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxAggregate.html#5a056899bfb00d7165bd04bcb6e0dc52">PxAggregate</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="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>(concreteType, baseFlags) {}
+<a name="l00195"></a><a class="code" href="classPxAggregate.html#b837e81a00421796a5a7f1f0a3551fe0">00195</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxAggregate.html#b837e81a00421796a5a7f1f0a3551fe0">PxAggregate</a>(<a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>(baseFlags) {}
+<a name="l00196"></a><a class="code" href="classPxAggregate.html#3eff872c05654d1bea567c091cbee916">00196</a> <span class="keyword">virtual</span> <a class="code" href="classPxAggregate.html#3eff872c05654d1bea567c091cbee916">~PxAggregate</a>() {}
+<a name="l00197"></a><a class="code" href="classPxAggregate.html#1e0c26f3a6785c99802e6ef8dd9f7625">00197</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxAggregate.html#1e0c26f3a6785c99802e6ef8dd9f7625" 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">"PxAggregate"</span>, name) || <a class="code" href="classPxBase.html#ae9d444c7cfd1715a101350a1b1226ef" title="Returns whether a given type name matches with the type of this instance.">PxBase::isKindOf</a>(name); }
+<a name="l00198"></a>00198 };
+<a name="l00199"></a>00199
+<a name="l00200"></a>00200 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00201"></a>00201 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00202"></a>00202 <span class="preprocessor">#endif</span>
+<a name="l00203"></a>00203 <span class="preprocessor"></span>
+<a name="l00205"></a>00205 <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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