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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxPvdSceneClient_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxPvdSceneClient_8h-source.html new file mode 100644 index 00000000..2996442e --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxPvdSceneClient_8h-source.html @@ -0,0 +1,121 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPvdSceneClient.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>PxPvdSceneClient.h</h1><a href="PxPvdSceneClient_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 <span class="preprocessor">#ifndef PX_PVD_SCENE_CLIENT_H</span> +<a name="l00031"></a>00031 <span class="preprocessor"></span><span class="preprocessor">#define PX_PVD_SCENE_CLIENT_H</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span> +<a name="l00038"></a>00038 +<a name="l00039"></a><a class="code" href="namespacephysx.html">00039</a> <span class="keyword">namespace </span>physx +<a name="l00040"></a>00040 { +<a name="l00041"></a><a class="code" href="namespacephysx_1_1pvdsdk.html">00041</a> <span class="keyword">namespace </span>pvdsdk +<a name="l00042"></a>00042 { +<a name="l00043"></a>00043 <span class="keyword">class </span>PvdClient; +<a name="l00044"></a>00044 <span class="keyword">struct </span>PvdDebugPoint; +<a name="l00045"></a>00045 <span class="keyword">struct </span>PvdDebugLine; +<a name="l00046"></a>00046 <span class="keyword">struct </span>PvdDebugTriangle; +<a name="l00047"></a>00047 <span class="keyword">struct </span>PvdDebugText; +<a name="l00048"></a>00048 } +<a name="l00049"></a>00049 } +<a name="l00050"></a>00050 +<a name="l00051"></a>00051 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00052"></a>00052 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00053"></a>00053 { +<a name="l00054"></a>00054 <span class="preprocessor">#endif</span> +<a name="l00055"></a>00055 <span class="preprocessor"></span> +<a name="l00059"></a><a class="code" href="structPxPvdSceneFlag.html">00059</a> <span class="keyword">struct </span><a class="code" href="structPxPvdSceneFlag.html" title="PVD scene Flags.">PxPvdSceneFlag</a> +<a name="l00060"></a>00060 { +<a name="l00061"></a><a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd">00061</a> <span class="keyword">enum</span> <a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd">Enum</a> +<a name="l00062"></a>00062 { +<a name="l00063"></a><a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd763257fd0af12ca672fd4ed15b1454a7">00063</a> eTRANSMIT_CONTACTS = (1 << 0), +<a name="l00064"></a><a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd3ed9ad4d1417f0a21890863151cd8479">00064</a> eTRANSMIT_SCENEQUERIES = (1 << 1), +<a name="l00065"></a><a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd5ba8a26fb095e8aae8b44458dbc62e90">00065</a> eTRANSMIT_CONSTRAINTS = (1 << 2) +<a name="l00066"></a>00066 }; +<a name="l00067"></a>00067 }; +<a name="l00068"></a>00068 +<a name="l00074"></a><a class="code" href="group__pvd.html#g23ddab69994886fb588a139635bff64b">00074</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<PxPvdSceneFlag::Enum, PxU8></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxPvdSceneFlags</a>; +<a name="l00075"></a>00075 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd">PxPvdSceneFlag::Enum</a>, <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a>) +<a name="l00076"></a>00076 +<a name="l00077"></a>00077 +<a name="l00082"></a><a class="code" href="classPxPvdSceneClient.html">00082</a> class <a class="code" href="classPxPvdSceneClient.html" title="Special client for PxScene. It provides access to the PxPvdSceneFlag. It also provides...">PxPvdSceneClient</a> +<a name="l00083"></a>00083 { +<a name="l00084"></a>00084 <span class="keyword">public</span>: +<a name="l00090"></a>00090 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setScenePvdFlag(<a class="code" href="structPxPvdSceneFlag.html#fa6d3e9f667028233457051fe78042bd">PxPvdSceneFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0; +<a name="l00091"></a>00091 +<a name="l00096"></a>00096 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setScenePvdFlags(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxPvdSceneFlags</a> flags) = 0; +<a name="l00097"></a>00097 +<a name="l00101"></a>00101 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxPvdSceneFlags</a> getScenePvdFlags() <span class="keyword">const</span> = 0; +<a name="l00102"></a>00102 +<a name="l00106"></a>00106 <span class="keyword">virtual</span> <span class="keywordtype">void</span> updateCamera(<span class="keyword">const</span> <span class="keywordtype">char</span>* name, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& up, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& target) = 0; +<a name="l00107"></a>00107 +<a name="l00111"></a>00111 <span class="keyword">virtual</span> <span class="keywordtype">void</span> drawPoints(<span class="keyword">const</span> physx::pvdsdk::PvdDebugPoint* points, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> count) = 0; +<a name="l00112"></a>00112 +<a name="l00116"></a>00116 <span class="keyword">virtual</span> <span class="keywordtype">void</span> drawLines(<span class="keyword">const</span> physx::pvdsdk::PvdDebugLine* lines, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> count) = 0; +<a name="l00117"></a>00117 +<a name="l00121"></a>00121 <span class="keyword">virtual</span> <span class="keywordtype">void</span> drawTriangles(<span class="keyword">const</span> physx::pvdsdk::PvdDebugTriangle* triangles, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> count) = 0; +<a name="l00122"></a>00122 +<a name="l00126"></a>00126 <span class="keyword">virtual</span> <span class="keywordtype">void</span> drawText(<span class="keyword">const</span> physx::pvdsdk::PvdDebugText& text) = 0; +<a name="l00127"></a>00127 +<a name="l00131"></a>00131 <span class="keyword">virtual</span> physx::pvdsdk::PvdClient* getClientInternal() = 0; +<a name="l00132"></a>00132 +<a name="l00133"></a>00133 <span class="keyword">protected</span>: +<a name="l00134"></a><a class="code" href="classPxPvdSceneClient.html#0f9c59a8675b10a72f6a31f4ebb35897">00134</a> <span class="keyword">virtual</span> <a class="code" href="classPxPvdSceneClient.html#0f9c59a8675b10a72f6a31f4ebb35897">~PxPvdSceneClient</a>(){} +<a name="l00135"></a>00135 }; +<a name="l00136"></a>00136 +<a name="l00137"></a>00137 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00138"></a>00138 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00139"></a>00139 <span class="preprocessor">#endif</span> +<a name="l00140"></a>00140 <span class="preprocessor"></span> +<a name="l00142"></a>00142 <span class="preprocessor">#endif // PX_PVD_SCENE_CLIENT_H</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> |