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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxClothCollisionData_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxClothCollisionData_8h-source.html new file mode 100644 index 00000000..2d563bc6 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxClothCollisionData_8h-source.html @@ -0,0 +1,109 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxClothCollisionData.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>PxClothCollisionData.h</h1><a href="PxClothCollisionData_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_CLOTH_COLLISION_DATA</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_CLOTH_COLLISION_DATA</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span> +<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxVec3_8h.html">foundation/PxVec3.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="l00050"></a><a class="code" href="structPxClothCollisionSphere.html">00050</a> <span class="keyword">struct </span><a class="code" href="structPxClothCollisionSphere.html" title="Sphere representation used for cloth-sphere and cloth-capsule collision.">PxClothCollisionSphere</a> +<a name="l00051"></a>00051 { +<a name="l00052"></a><a class="code" href="structPxClothCollisionSphere.html#e8582b911399447d9e5b8934ccb2d6f8">00052</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> pos; +<a name="l00053"></a><a class="code" href="structPxClothCollisionSphere.html#17868162d4bc0a21307536a2efcde37b">00053</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> radius; +<a name="l00054"></a>00054 +<a name="l00058"></a><a class="code" href="structPxClothCollisionSphere.html#f7f3ff5f23299fc3c1f4956c634efc14">00058</a> <a class="code" href="structPxClothCollisionSphere.html#f7f3ff5f23299fc3c1f4956c634efc14" title="Default constructor, performs no initialization.">PxClothCollisionSphere</a>() {} +<a name="l00059"></a><a class="code" href="structPxClothCollisionSphere.html#c32f107dc7091f6fcbac6e91396ea5ad">00059</a> <a class="code" href="structPxClothCollisionSphere.html" title="Sphere representation used for cloth-sphere and cloth-capsule collision.">PxClothCollisionSphere</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& p, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> r) +<a name="l00060"></a>00060 : pos(p), radius(r) {} +<a name="l00061"></a>00061 }; +<a name="l00062"></a>00062 +<a name="l00068"></a><a class="code" href="structPxClothCollisionPlane.html">00068</a> <span class="keyword">struct </span><a class="code" href="structPxClothCollisionPlane.html" title="Plane representation used for cloth-convex collision.">PxClothCollisionPlane</a> +<a name="l00069"></a>00069 { +<a name="l00070"></a><a class="code" href="structPxClothCollisionPlane.html#7e534f3b2f378dd33cebc5d2a4780409">00070</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> normal; +<a name="l00071"></a><a class="code" href="structPxClothCollisionPlane.html#488afcb958cda9593710f6fafc17c26d">00071</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance; +<a name="l00072"></a>00072 +<a name="l00076"></a><a class="code" href="structPxClothCollisionPlane.html#c2109f7d48a1a56beae79591a26f77b9">00076</a> <a class="code" href="structPxClothCollisionPlane.html#c2109f7d48a1a56beae79591a26f77b9" title="Default constructor, performs no initialization.">PxClothCollisionPlane</a>() {} +<a name="l00077"></a><a class="code" href="structPxClothCollisionPlane.html#d16d7f8370c7958371a9094a3142cda3">00077</a> <a class="code" href="structPxClothCollisionPlane.html" title="Plane representation used for cloth-convex collision.">PxClothCollisionPlane</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& normal_, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance_) +<a name="l00078"></a>00078 : normal(normal_), distance(distance_) {} +<a name="l00079"></a>00079 }; +<a name="l00080"></a>00080 +<a name="l00084"></a><a class="code" href="structPxClothCollisionTriangle.html">00084</a> <span class="keyword">struct </span><a class="code" href="structPxClothCollisionTriangle.html" title="Triangle representation used for cloth-mesh collision.">PxClothCollisionTriangle</a> +<a name="l00085"></a>00085 { +<a name="l00086"></a><a class="code" href="structPxClothCollisionTriangle.html#8a6ef026e0a83a8e82acd90f22b805e2">00086</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> vertex0; +<a name="l00087"></a><a class="code" href="structPxClothCollisionTriangle.html#37e53900a872ec72a7c96972f9277c8b">00087</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> vertex1; +<a name="l00088"></a><a class="code" href="structPxClothCollisionTriangle.html#df7bb1be7c5c089bae128cd0681099ae">00088</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> vertex2; +<a name="l00089"></a>00089 +<a name="l00093"></a><a class="code" href="structPxClothCollisionTriangle.html#9f876a5633bba15bde95711884a61115">00093</a> <a class="code" href="structPxClothCollisionTriangle.html#9f876a5633bba15bde95711884a61115" title="Default constructor, performs no initialization.">PxClothCollisionTriangle</a>() {} +<a name="l00094"></a><a class="code" href="structPxClothCollisionTriangle.html#b412261d76b755c5cfebc39711e17d92">00094</a> <a class="code" href="structPxClothCollisionTriangle.html" title="Triangle representation used for cloth-mesh collision.">PxClothCollisionTriangle</a>( +<a name="l00095"></a>00095 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& v0, +<a name="l00096"></a>00096 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& v1, +<a name="l00097"></a>00097 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& v2) : +<a name="l00098"></a>00098 vertex0(v0), +<a name="l00099"></a>00099 vertex1(v1), +<a name="l00100"></a>00100 vertex2(v2) {} +<a name="l00101"></a>00101 }; +<a name="l00102"></a>00102 +<a name="l00103"></a>00103 +<a name="l00104"></a>00104 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00105"></a>00105 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00106"></a>00106 <span class="preprocessor">#endif</span> +<a name="l00107"></a>00107 <span class="preprocessor"></span> +<a name="l00109"></a>00109 <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> |