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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneLock_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneLock_8h-source.html new file mode 100644 index 00000000..03888281 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSceneLock_8h-source.html @@ -0,0 +1,119 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSceneLock.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>PxSceneLock.h</h1><a href="PxSceneLock_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_SCENELOCK</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENELOCK</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="PxScene_8h.html">PxScene.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="l00055"></a><a class="code" href="classPxSceneReadLock.html">00055</a> <span class="keyword">class </span><a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a> +<a name="l00056"></a>00056 { +<a name="l00057"></a>00057 <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>(<span class="keyword">const</span> <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>&); +<a name="l00058"></a>00058 <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>& operator=(<span class="keyword">const</span> <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>&); +<a name="l00059"></a>00059 +<a name="l00060"></a>00060 <span class="keyword">public</span>: +<a name="l00061"></a>00061 +<a name="l00068"></a><a class="code" href="classPxSceneReadLock.html#c6f82c5407164675be3fc767c4e9cecd">00068</a> <a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>& scene, <span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) +<a name="l00069"></a>00069 : mScene(scene) +<a name="l00070"></a>00070 { +<a name="l00071"></a>00071 mScene.lockRead(file, line); +<a name="l00072"></a>00072 } +<a name="l00073"></a>00073 +<a name="l00074"></a><a class="code" href="classPxSceneReadLock.html#c2c7cda40fe1ebcb45a8c771ab00644f">00074</a> ~<a class="code" href="classPxSceneReadLock.html" title="RAII wrapper for the PxScene read lock.">PxSceneReadLock</a>() +<a name="l00075"></a>00075 { +<a name="l00076"></a>00076 mScene.unlockRead(); +<a name="l00077"></a>00077 } +<a name="l00078"></a>00078 +<a name="l00079"></a>00079 <span class="keyword">private</span>: +<a name="l00080"></a>00080 +<a name="l00081"></a><a class="code" href="classPxSceneReadLock.html#7ab5a151068accac3c32694c01b40a34">00081</a> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>& mScene; +<a name="l00082"></a>00082 }; +<a name="l00083"></a>00083 +<a name="l00094"></a><a class="code" href="classPxSceneWriteLock.html">00094</a> <span class="keyword">class </span><a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a> +<a name="l00095"></a>00095 { +<a name="l00096"></a>00096 <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>(<span class="keyword">const</span> <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>&); +<a name="l00097"></a>00097 <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>& operator=(<span class="keyword">const</span> <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>&); +<a name="l00098"></a>00098 +<a name="l00099"></a>00099 <span class="keyword">public</span>: +<a name="l00100"></a>00100 +<a name="l00107"></a><a class="code" href="classPxSceneWriteLock.html#3171b8380aa5aecf8f80fcffb347290a">00107</a> <a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>& scene, <span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) +<a name="l00108"></a>00108 : mScene(scene) +<a name="l00109"></a>00109 { +<a name="l00110"></a>00110 mScene.lockWrite(file, line); +<a name="l00111"></a>00111 } +<a name="l00112"></a>00112 +<a name="l00113"></a><a class="code" href="classPxSceneWriteLock.html#35e6e8dc88be6e7dfcc1567181af09d3">00113</a> ~<a class="code" href="classPxSceneWriteLock.html" title="RAII wrapper for the PxScene write lock.">PxSceneWriteLock</a>() +<a name="l00114"></a>00114 { +<a name="l00115"></a>00115 mScene.unlockWrite(); +<a name="l00116"></a>00116 } +<a name="l00117"></a>00117 +<a name="l00118"></a>00118 <span class="keyword">private</span>: +<a name="l00119"></a>00119 +<a name="l00120"></a><a class="code" href="classPxSceneWriteLock.html#ce8fdd1122b661e18b2bcec225ede3a9">00120</a> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>& mScene; +<a name="l00121"></a>00121 }; +<a name="l00122"></a>00122 +<a name="l00123"></a>00123 +<a name="l00124"></a>00124 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00125"></a>00125 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00126"></a>00126 <span class="preprocessor">#endif</span> +<a name="l00127"></a>00127 <span class="preprocessor"></span> +<a name="l00129"></a>00129 <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> |