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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxRigidDynamic_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxRigidDynamic_8h-source.html new file mode 100644 index 00000000..bf512b33 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxRigidDynamic_8h-source.html @@ -0,0 +1,162 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidDynamic.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>PxRigidDynamic.h</h1><a href="PxRigidDynamic_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_RIGIDDYNAMIC</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_RIGIDDYNAMIC</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxRigidBody_8h.html">PxRigidBody.h</a>"</span> +<a name="l00038"></a>00038 +<a name="l00039"></a>00039 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00040"></a>00040 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00041"></a>00041 { +<a name="l00042"></a>00042 <span class="preprocessor">#endif</span> +<a name="l00043"></a>00043 <span class="preprocessor"></span> +<a name="l00044"></a>00044 +<a name="l00050"></a><a class="code" href="structPxRigidDynamicLockFlag.html">00050</a> <span class="keyword">struct </span><a class="code" href="structPxRigidDynamicLockFlag.html" title="Collection of flags providing a mechanism to lock motion along/around a specific...">PxRigidDynamicLockFlag</a> +<a name="l00051"></a>00051 { +<a name="l00052"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1">00052</a> <span class="keyword">enum</span> <a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1">Enum</a> +<a name="l00053"></a>00053 { +<a name="l00054"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e13c845939174811074c1829316c942efa">00054</a> eLOCK_LINEAR_X = (1 << 0), +<a name="l00055"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e11ea9c4f30ecf9f98b6a9057b805fee50">00055</a> eLOCK_LINEAR_Y = (1 << 1), +<a name="l00056"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e192189af0472e35c788923f75be44396f">00056</a> eLOCK_LINEAR_Z = (1 << 2), +<a name="l00057"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1cd29b90fdd453256db7d95f8d168ffd4">00057</a> eLOCK_ANGULAR_X = (1 << 3), +<a name="l00058"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1a8df9ce7f49c12ce3f686bd862f86fe6">00058</a> eLOCK_ANGULAR_Y = (1 << 4), +<a name="l00059"></a><a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1e18e7d6c8b2eb5281e3f8ef8c8502133">00059</a> eLOCK_ANGULAR_Z = (1 << 5) +<a name="l00060"></a>00060 }; +<a name="l00061"></a>00061 }; +<a name="l00062"></a>00062 +<a name="l00063"></a><a class="code" href="group__physics.html#gb35e15599f740af43f399ed4ad9f04e8">00063</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<PxRigidDynamicLockFlag::Enum, PxU16></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidDynamicLockFlags</a>; +<a name="l00064"></a>00064 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1">PxRigidDynamicLockFlag::Enum</a>, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>) +<a name="l00065"></a>00065 +<a name="l00066"></a>00066 +<a name="l00084"></a><a class="code" href="classPxRigidDynamic.html">00084</a> class <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> : public <a class="code" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a> +<a name="l00085"></a>00085 { +<a name="l00086"></a>00086 <span class="keyword">public</span>: +<a name="l00087"></a>00087 <span class="comment">// Runtime modifications</span> +<a name="l00088"></a>00088 +<a name="l00089"></a>00089 +<a name="l00090"></a>00090 <span class="comment">/************************************************************************************************/</span> +<a name="l00118"></a>00118 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setKinematicTarget(<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>& destination) = 0; +<a name="l00119"></a>00119 +<a name="l00128"></a>00128 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getKinematicTarget(<a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& target) = 0; +<a name="l00129"></a>00129 +<a name="l00130"></a>00130 <span class="comment">/************************************************************************************************/</span> +<a name="l00145"></a>00145 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setLinearDamping(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> linDamp) = 0; +<a name="l00146"></a>00146 +<a name="l00154"></a>00154 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getLinearDamping() <span class="keyword">const</span> = 0; +<a name="l00155"></a>00155 +<a name="l00169"></a>00169 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setAngularDamping(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> angDamp) = 0; +<a name="l00170"></a>00170 +<a name="l00178"></a>00178 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getAngularDamping() <span class="keyword">const</span> = 0; +<a name="l00179"></a>00179 +<a name="l00180"></a>00180 <span class="comment">/************************************************************************************************/</span> +<a name="l00202"></a>00202 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMaxAngularVelocity(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxAngVel) = 0; +<a name="l00203"></a>00203 +<a name="l00211"></a>00211 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getMaxAngularVelocity() <span class="keyword">const</span> = 0; +<a name="l00212"></a>00212 +<a name="l00213"></a>00213 <span class="comment">/************************************************************************************************/</span> +<a name="l00251"></a>00251 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> isSleeping() <span class="keyword">const</span> = 0; +<a name="l00252"></a>00252 +<a name="l00253"></a>00253 +<a name="l00265"></a>00265 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSleepThreshold(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> threshold) = 0; +<a name="l00266"></a>00266 +<a name="l00274"></a>00274 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getSleepThreshold() <span class="keyword">const</span> = 0; +<a name="l00275"></a>00275 +<a name="l00289"></a>00289 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setStabilizationThreshold(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> threshold) = 0; +<a name="l00290"></a>00290 +<a name="l00300"></a>00300 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getStabilizationThreshold() <span class="keyword">const</span> = 0; +<a name="l00301"></a>00301 +<a name="l00302"></a>00302 +<a name="l00312"></a>00312 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidDynamicLockFlags</a> getRigidDynamicLockFlags() <span class="keyword">const</span> = 0; +<a name="l00313"></a>00313 +<a name="l00327"></a>00327 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setRigidDynamicLockFlag(<a class="code" href="structPxRigidDynamicLockFlag.html#e2e527a7cf32504d4b5c8c6d147280e1">PxRigidDynamicLockFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0; +<a name="l00328"></a>00328 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setRigidDynamicLockFlags(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxRigidDynamicLockFlags</a> flags) = 0; +<a name="l00329"></a>00329 +<a name="l00330"></a>00330 +<a name="l00331"></a>00331 +<a name="l00352"></a>00352 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setWakeCounter(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> wakeCounterValue) = 0; +<a name="l00353"></a>00353 +<a name="l00361"></a>00361 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getWakeCounter() <span class="keyword">const</span> = 0; +<a name="l00362"></a>00362 +<a name="l00377"></a>00377 <span class="keyword">virtual</span> <span class="keywordtype">void</span> wakeUp() = 0; +<a name="l00378"></a>00378 +<a name="l00393"></a>00393 <span class="keyword">virtual</span> <span class="keywordtype">void</span> putToSleep() = 0; +<a name="l00394"></a>00394 +<a name="l00395"></a>00395 <span class="comment">/************************************************************************************************/</span> +<a name="l00396"></a>00396 +<a name="l00415"></a>00415 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSolverIterationCounts(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> minPositionIters, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> minVelocityIters = 1) = 0; +<a name="l00416"></a>00416 +<a name="l00422"></a>00422 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getSolverIterationCounts(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& minPositionIters, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& minVelocityIters) <span class="keyword">const</span> = 0; +<a name="l00423"></a>00423 +<a name="l00443"></a>00443 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getContactReportThreshold() <span class="keyword">const</span> = 0; +<a name="l00444"></a>00444 +<a name="l00454"></a>00454 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setContactReportThreshold(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> threshold) = 0; +<a name="l00455"></a>00455 +<a name="l00456"></a><a class="code" href="classPxRigidDynamic.html#8402fd801e4ce9f6ee2a1fb3e80721dc">00456</a> <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="classPxRigidDynamic.html#8402fd801e4ce9f6ee2a1fb3e80721dc" title="Returns string name of dynamic type.">getConcreteTypeName</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <span class="stringliteral">"PxRigidDynamic"</span>; } +<a name="l00457"></a>00457 +<a name="l00458"></a>00458 <span class="keyword">protected</span>: +<a name="l00459"></a><a class="code" href="classPxRigidDynamic.html#b21ed0e4e1be20fc975fcd3ceeb4e064">00459</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidDynamic.html#b21ed0e4e1be20fc975fcd3ceeb4e064">PxRigidDynamic</a>(<a class="code" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : PxRigidBody(concreteType, baseFlags) {} +<a name="l00460"></a><a class="code" href="classPxRigidDynamic.html#9e63c1ec6872048e16f7d6b744ec3eef">00460</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxRigidDynamic.html#9e63c1ec6872048e16f7d6b744ec3eef">PxRigidDynamic</a>(<a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : PxRigidBody(baseFlags) {} +<a name="l00461"></a><a class="code" href="classPxRigidDynamic.html#9380b2f317161026b39c6a296ba9e273">00461</a> <span class="keyword">virtual</span> <a class="code" href="classPxRigidDynamic.html#9380b2f317161026b39c6a296ba9e273">~PxRigidDynamic</a>() {} +<a name="l00462"></a><a class="code" href="classPxRigidDynamic.html#0ed60c0a05771d8679069a46b778f8f8">00462</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxRigidDynamic.html#0ed60c0a05771d8679069a46b778f8f8" 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">"PxRigidDynamic"</span>, name) || <a class="code" href="classPxRigidBody.html#d2e17e08871d8a2f492aee495550a0a0" title="Returns whether a given type name matches with the type of this instance.">PxRigidBody::isKindOf</a>(name); } +<a name="l00463"></a>00463 +<a name="l00464"></a>00464 }; +<a name="l00465"></a>00465 +<a name="l00466"></a>00466 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00467"></a>00467 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00468"></a>00468 <span class="preprocessor">#endif</span> +<a name="l00469"></a>00469 <span class="preprocessor"></span> +<a name="l00471"></a>00471 <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> |