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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxConstraint_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxConstraint_8h-source.html new file mode 100644 index 00000000..43d92ca9 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxConstraint_8h-source.html @@ -0,0 +1,164 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxConstraint.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>PxConstraint.h</h1><a href="PxConstraint_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_CONSTRAINT</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_CONSTRAINT</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="PxConstraintDesc_8h.html">PxConstraintDesc.h</a>"</span> +<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxBase_8h.html">common/PxBase.h</a>"</span> +<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="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>; +<a name="l00048"></a>00048 <span class="keyword">class </span><a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>; +<a name="l00049"></a>00049 <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="l00050"></a>00050 +<a name="l00063"></a><a class="code" href="structPxConstraintFlag.html">00063</a> <span class="keyword">struct </span><a class="code" href="structPxConstraintFlag.html" title="a table of function pointers for a constraint">PxConstraintFlag</a> +<a name="l00064"></a>00064 { +<a name="l00065"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427">00065</a> <span class="keyword">enum</span> <a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427">Enum</a> +<a name="l00066"></a>00066 { +<a name="l00067"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc342791151f48e43ade5a5d7153f1b3160696">00067</a> eBROKEN = 1<<0, +<a name="l00068"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc342733fd9097b65d3350f3165eacdc69abd0">00068</a> ePROJECT_TO_ACTOR0 = 1<<1, +<a name="l00069"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc34273636badf43fc1c44645e16c0c1004bb8">00069</a> ePROJECT_TO_ACTOR1 = 1<<2, +<a name="l00070"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc34272d3f8e02cd1fa3a41256d186a0a38ebf">00070</a> ePROJECTION = ePROJECT_TO_ACTOR0 | ePROJECT_TO_ACTOR1, +<a name="l00071"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc34276ad8d7391857323f035ce2ebddee7595">00071</a> eCOLLISION_ENABLED = 1<<3, +<a name="l00072"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427ef261aa0d46aba737d058fb32bc87c02">00072</a> eVISUALIZATION = 1<<4, +<a name="l00073"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427330ccf346c5056c0570dbc495007d1ce">00073</a> eDRIVE_LIMITS_ARE_FORCES = 1<<5, +<a name="l00074"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427316da1cac10cf01bb0b55325ecc8e300">00074</a> eIMPROVED_SLERP = 1<<7, +<a name="l00075"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427519966ef860b18d3609d7c08f66389ef">00075</a> eDISABLE_PREPROCESSING = 1<<8, +<a name="l00076"></a><a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc34278e00c572e54f3575284ff41432f1bec6">00076</a> eGPU_COMPATIBLE = 1<<9 +<a name="l00077"></a>00077 }; +<a name="l00078"></a>00078 }; +<a name="l00079"></a>00079 +<a name="l00085"></a><a class="code" href="group__physics.html#gf2b7f07d3fa7fafaf3d85114fbb120ee">00085</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<PxConstraintFlag::Enum, PxU16></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxConstraintFlags</a>; +<a name="l00086"></a>00086 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427">PxConstraintFlag::Enum</a>, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>) +<a name="l00087"></a>00087 +<a name="l00088"></a>00088 +<a name="l00089"></a><a class="code" href="structPxConstraintShaderTable.html">00089</a> struct <a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a> +<a name="l00090"></a>00090 { +<a name="l00091"></a>00091 <span class="keyword">enum</span> +<a name="l00092"></a>00092 { +<a name="l00093"></a><a class="code" href="structPxConstraintShaderTable.html#716b5afa41f5cd7ed03c29750da6b3d084198bedfc9c24dbe44b1a6644fa2190">00093</a> eMAX_SOLVERPRPEP_DATASIZE=400 +<a name="l00094"></a>00094 }; +<a name="l00095"></a>00095 +<a name="l00096"></a><a class="code" href="structPxConstraintShaderTable.html#177a8411969e943559378c9311877d66">00096</a> <a class="code" href="group__physics.html#g538ba0a5410c612bc666bb10d44bcb7a">PxConstraintSolverPrep</a> solverPrep; +<a name="l00097"></a><a class="code" href="structPxConstraintShaderTable.html#8cebd540f03fa599e67abbc69eaccad1">00097</a> <a class="code" href="group__physics.html#g26f16746e25ee96e354e4ee05d6b359e">PxConstraintProject</a> project; +<a name="l00098"></a><a class="code" href="structPxConstraintShaderTable.html#c7cb997bd4489968e45f8feda87e68a8">00098</a> <a class="code" href="group__physics.html#gcb8cd04ba92e7016abe9e14053e22373">PxConstraintVisualize</a> visualize; +<a name="l00099"></a><a class="code" href="structPxConstraintShaderTable.html#1b86893516cc00d5c66bdca2de07fdae">00099</a> <a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427">PxConstraintFlag::Enum</a> flag; +<a name="l00100"></a>00100 }; +<a name="l00101"></a>00101 +<a name="l00102"></a>00102 +<a name="l00109"></a><a class="code" href="classPxConstraint.html">00109</a> <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</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="l00110"></a>00110 { +<a name="l00111"></a>00111 <span class="keyword">public</span>: +<a name="l00112"></a>00112 +<a name="l00120"></a>00120 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00121"></a>00121 +<a name="l00129"></a>00129 <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() <span class="keyword">const</span> = 0; +<a name="l00130"></a>00130 +<a name="l00140"></a>00140 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getActors(<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) <span class="keyword">const</span> = 0; +<a name="l00141"></a>00141 +<a name="l00142"></a>00142 +<a name="l00152"></a>00152 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setActors(<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) = 0; +<a name="l00153"></a>00153 +<a name="l00158"></a>00158 <span class="keyword">virtual</span> <span class="keywordtype">void</span> markDirty() = 0; +<a name="l00159"></a>00159 +<a name="l00170"></a>00170 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFlags(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxConstraintFlags</a> flags) = 0; +<a name="l00171"></a>00171 +<a name="l00179"></a>00179 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxConstraintFlags</a> getFlags() <span class="keyword">const</span> = 0; +<a name="l00180"></a>00180 +<a name="l00181"></a>00181 +<a name="l00191"></a>00191 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFlag(<a class="code" href="structPxConstraintFlag.html#86960e99b3e80ddb9e0ab51d7afc3427">PxConstraintFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0; +<a name="l00192"></a>00192 +<a name="l00199"></a>00199 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getForce(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& linear, <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& angular) <span class="keyword">const</span> = 0; +<a name="l00200"></a>00200 +<a name="l00201"></a>00201 +<a name="l00212"></a>00212 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span> = 0; +<a name="l00213"></a>00213 +<a name="l00224"></a>00224 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setBreakForce(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> linear, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> angular) = 0; +<a name="l00225"></a>00225 +<a name="l00233"></a>00233 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getBreakForce(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a>& linear, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a>& angular) <span class="keyword">const</span> = 0; +<a name="l00234"></a>00234 +<a name="l00235"></a>00235 +<a name="l00250"></a>00250 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMinResponseThreshold(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> threshold) = 0; +<a name="l00251"></a>00251 +<a name="l00258"></a>00258 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMinResponseThreshold() <span class="keyword">const</span> = 0; +<a name="l00259"></a>00259 +<a name="l00260"></a>00260 +<a name="l00271"></a>00271 <span class="keyword">virtual</span> <span class="keywordtype">void</span>* getExternalReference(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& typeID) = 0; +<a name="l00272"></a>00272 +<a name="l00281"></a>00281 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setConstraintFunctions(<a class="code" href="classPxConstraintConnector.html" title="This class connects a custom constraint to the SDK.">PxConstraintConnector</a>& connector, +<a name="l00282"></a>00282 <span class="keyword">const</span> <a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a>& shaders) = 0; +<a name="l00283"></a>00283 +<a name="l00284"></a><a class="code" href="classPxConstraint.html#4bd4ab732d811b1d4fc7fa84e686ab66">00284</a> <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="classPxConstraint.html#4bd4ab732d811b1d4fc7fa84e686ab66" title="Returns string name of dynamic type.">getConcreteTypeName</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <span class="stringliteral">"PxConstraint"</span>; } +<a name="l00285"></a>00285 +<a name="l00286"></a>00286 <span class="keyword">protected</span>: +<a name="l00287"></a><a class="code" href="classPxConstraint.html#505f367bc330fa15970154faf7f75d47">00287</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxConstraint.html#505f367bc330fa15970154faf7f75d47">PxConstraint</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="l00288"></a><a class="code" href="classPxConstraint.html#c3a2526c82e5ee4e83c00d0d1d03990b">00288</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxConstraint.html#c3a2526c82e5ee4e83c00d0d1d03990b">PxConstraint</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="l00289"></a><a class="code" href="classPxConstraint.html#dbcf13c57ee012d5e03ea54017c127cb">00289</a> <span class="keyword">virtual</span> <a class="code" href="classPxConstraint.html#dbcf13c57ee012d5e03ea54017c127cb">~PxConstraint</a>() {} +<a name="l00290"></a><a class="code" href="classPxConstraint.html#dc7e64a1dc17a8713d91d5be6dc39bb9">00290</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxConstraint.html#dc7e64a1dc17a8713d91d5be6dc39bb9" 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">"PxConstraint"</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="l00291"></a>00291 +<a name="l00292"></a>00292 }; +<a name="l00293"></a>00293 +<a name="l00294"></a>00294 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00295"></a>00295 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00296"></a>00296 <span class="preprocessor">#endif</span> +<a name="l00297"></a>00297 <span class="preprocessor"></span> +<a name="l00299"></a>00299 <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> |