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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxScene.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> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
+ <a class="qindex" href="functions.html">Compound Members</a> &nbsp;
+ </center>
+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxScene.h</h1><a href="PxScene_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_SCENE</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENE</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxVisualizationParameter_8h.html">PxVisualizationParameter.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxSceneDesc_8h.html">PxSceneDesc.h</a>"</span>
+<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxSimulationStatistics_8h.html">PxSimulationStatistics.h</a>"</span>
+<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxQueryReport_8h.html">PxQueryReport.h</a>"</span>
+<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxQueryFiltering_8h.html">PxQueryFiltering.h</a>"</span>
+<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxClient_8h.html">PxClient.h</a>"</span>
+<a name="l00043"></a>00043 <span class="preprocessor">#include "<a class="code" href="PxTask_8h.html">task/PxTask.h</a>"</span>
+<a name="l00044"></a>00044
+<a name="l00045"></a>00045 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
+<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="preprocessor">#include "<a class="code" href="PxParticleSystem_8h.html">particles/PxParticleSystem.h</a>"</span>
+<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxParticleFluid_8h.html">particles/PxParticleFluid.h</a>"</span>
+<a name="l00048"></a>00048 <span class="preprocessor">#endif</span>
+<a name="l00049"></a>00049 <span class="preprocessor"></span>
+<a name="l00050"></a>00050 <span class="preprocessor">#include "<a class="code" href="PxPvdSceneClient_8h.html">pvd/PxPvdSceneClient.h</a>"</span>
+<a name="l00051"></a>00051
+<a name="l00052"></a>00052 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00053"></a>00053 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
+<a name="l00054"></a>00054 {
+<a name="l00055"></a>00055 <span class="preprocessor">#endif</span>
+<a name="l00056"></a>00056 <span class="preprocessor"></span>
+<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>;
+<a name="l00058"></a>00058 <span class="keyword">class </span><a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>;
+<a name="l00059"></a>00059 <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>;
+<a name="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>;
+<a name="l00061"></a>00061 <span class="keyword">class </span><a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>;
+<a name="l00062"></a>00062 <span class="keyword">class </span><a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>;
+<a name="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery.">PxBatchQueryDesc</a>;
+<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a>;
+<a name="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>;
+<a name="l00066"></a>00066 <span class="keyword">class </span><a class="code" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer.">PxRenderBuffer</a>;
+<a name="l00067"></a>00067 <span class="keyword">class </span><a class="code" href="classPxVolumeCache.html" title="Volumetric cache for local collision geometry.">PxVolumeCache</a>;
+<a name="l00068"></a>00068
+<a name="l00069"></a>00069 <span class="keyword">class </span><a class="code" href="classPxSphereGeometry.html" title="A class representing the geometry of a sphere.">PxSphereGeometry</a>;
+<a name="l00070"></a>00070 <span class="keyword">class </span><a class="code" href="classPxBoxGeometry.html" title="Class representing the geometry of a box.">PxBoxGeometry</a>;
+<a name="l00071"></a>00071 <span class="keyword">class </span><a class="code" href="classPxCapsuleGeometry.html" title="Class representing the geometry of a capsule.">PxCapsuleGeometry</a>;
+<a name="l00072"></a>00072
+<a name="l00073"></a>00073 <span class="keyword">class </span><a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>;
+<a name="l00074"></a><a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">00074</a> <span class="keyword">struct </span><a class="code" href="structPxContactPairHeader.html" title="An Instance of this class is passed to PxSimulationEventCallback.onContact().">PxContactPairHeader</a>;
+<a name="l00075"></a>00075
+<a name="l00076"></a>00076 <span class="keyword">typedef</span> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>;
+<a name="l00077"></a>00077
+<a name="l00078"></a>00078 <span class="keyword">class </span><a class="code" href="classPxPvdSceneClient.html" title="Special client for PxScene. It provides access to the PxPvdSceneFlag. It also provides...">PxPvdSceneClient</a>;
+<a name="l00079"></a>00079
+<a name="l00086"></a><a class="code" href="structPxActiveTransform.html">00086</a> <span class="keyword">struct </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="structPxActiveTransform.html" title="Data struct for use with Active Transform Notification. Used with PxScene::getActiveTransforms()...">PxActiveTransform</a>
+<a name="l00087"></a>00087 {
+<a name="l00088"></a><a class="code" href="structPxActiveTransform.html#a05177c4a96060758ec53b6a2ed48ae8">00088</a> <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>* actor;
+<a name="l00089"></a><a class="code" href="structPxActiveTransform.html#63cf0da96e5de03e9358edc65554c410">00089</a> <span class="keywordtype">void</span>* userData;
+<a name="l00090"></a><a class="code" href="structPxActiveTransform.html#95ab639e3090654902b9c1209d01b292">00090</a> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> actor2World;
+<a name="l00091"></a>00091 };
+<a name="l00092"></a>00092
+<a name="l00101"></a><a class="code" href="structPxDominanceGroupPair.html">00101</a> <span class="keyword">struct </span><a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>
+<a name="l00102"></a>00102 {
+<a name="l00103"></a><a class="code" href="structPxDominanceGroupPair.html#395d82a00772ffb5ea3b8ad10b510f94">00103</a> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>(<a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> a, <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> b)
+<a name="l00104"></a>00104 : dominance0(a), dominance1(b) {}
+<a name="l00105"></a><a class="code" href="structPxDominanceGroupPair.html#ca0435bf44309f7b432df322c32deb8a">00105</a> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> dominance0;
+<a name="l00106"></a><a class="code" href="structPxDominanceGroupPair.html#5767359f402fbda972c3a44e5d86aa75">00106</a> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> dominance1;
+<a name="l00107"></a>00107 };
+<a name="l00108"></a>00108
+<a name="l00109"></a>00109
+<a name="l00117"></a><a class="code" href="structPxActorTypeFlag.html">00117</a> <span class="keyword">struct </span><a class="code" href="structPxActorTypeFlag.html" title="Identifies each type of actor for retrieving actors from a scene.">PxActorTypeFlag</a>
+<a name="l00118"></a>00118 {
+<a name="l00119"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">00119</a> <span class="keyword">enum</span> <a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">Enum</a>
+<a name="l00120"></a>00120 {
+<a name="l00125"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae465c1babc829fb5bc437f90ecec14d7fc">00125</a> eRIGID_STATIC = (1 &lt;&lt; 0),
+<a name="l00126"></a>00126
+<a name="l00131"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4a24d95f1654290038bb3b1767ff5a1ad">00131</a> eRIGID_DYNAMIC = (1 &lt;&lt; 1),
+<a name="l00132"></a>00132
+<a name="l00133"></a>00133 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
+<a name="l00134"></a>00134 <span class="preprocessor"></span>
+<a name="l00139"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae493d8edbf915ba8791a8c5df5895e3e4f">00139</a> ePARTICLE_SYSTEM <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1 &lt;&lt; 2),
+<a name="l00140"></a>00140
+<a name="l00146"></a>00146 ePARTICLE_FLUID PX_DEPRECATED = (1 &lt;&lt; 3),
+<a name="l00147"></a>00147 <span class="preprocessor">#endif</span>
+<a name="l00148"></a>00148 <span class="preprocessor"></span>
+<a name="l00149"></a>00149 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
+<a name="l00150"></a>00150 <span class="preprocessor"></span>
+<a name="l00154"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4df554c42b0b2fa4096c47f51de72fabd">00154</a> eCLOTH = (1 &lt;&lt; 5)
+<a name="l00155"></a>00155 #endif
+<a name="l00156"></a>00156 };
+<a name="l00157"></a>00157 };
+<a name="l00158"></a>00158
+<a name="l00164"></a><a class="code" href="group__physics.html#ge76639de8e4ab9d5e155f72b394812d2">00164</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&lt;PxActorTypeFlag::Enum,PxU16&gt;</a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a>;
+<a name="l00165"></a>00165 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">PxActorTypeFlag::Enum</a>,<a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>)
+<a name="l00166"></a>00166
+<a name="l00167"></a>00167
+<a name="l00185"></a><a class="code" href="structPxQueryCache.html">00185</a> struct <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>
+<a name="l00186"></a>00186 {
+<a name="l00190"></a><a class="code" href="structPxQueryCache.html#810ecb74536e940be1719d60aedfd3cd">00190</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxQueryCache.html#810ecb74536e940be1719d60aedfd3cd" title="constructor sets to default">PxQueryCache</a>() : shape(NULL), actor(NULL), faceIndex(0xffffffff) {}
+<a name="l00191"></a>00191
+<a name="l00195"></a><a class="code" href="structPxQueryCache.html#ec86c57516de749a1e2b658a8cb5e5bd">00195</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxQueryCache.html#ec86c57516de749a1e2b658a8cb5e5bd" title="constructor to set properties">PxQueryCache</a>(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* s, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> findex) : shape(s), actor(NULL), faceIndex(findex) {}
+<a name="l00196"></a>00196
+<a name="l00197"></a><a class="code" href="structPxQueryCache.html#8104d15f64ccdecf8f4d31c9bb5af409">00197</a> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* shape;
+<a name="l00198"></a><a class="code" href="structPxQueryCache.html#83f3c62b437087d7fab306d003f383a7">00198</a> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor;
+<a name="l00199"></a><a class="code" href="structPxQueryCache.html#5d0d3a21b50e766b90c903145592cc7c">00199</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> faceIndex;
+<a name="l00200"></a>00200 };
+<a name="l00201"></a>00201
+<a name="l00211"></a><a class="code" href="classPxScene.html">00211</a> <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="l00212"></a>00212 {
+<a name="l00213"></a>00213 <span class="keyword">protected</span>:
+<a name="l00214"></a>00214
+<a name="l00215"></a>00215 <span class="comment">/************************************************************************************************/</span>
+<a name="l00216"></a>00216
+<a name="l00220"></a>00220
+<a name="l00221"></a><a class="code" href="classPxScene.html#37b5f1aed7edbae16640e0555d9271ae">00221</a> <a class="code" href="classPxScene.html#37b5f1aed7edbae16640e0555d9271ae">PxScene</a>(): userData(0) {}
+<a name="l00222"></a><a class="code" href="classPxScene.html#ba2cd20df65cecbc62a08415f9a8a4b8">00222</a> <span class="keyword">virtual</span> <a class="code" href="classPxScene.html#ba2cd20df65cecbc62a08415f9a8a4b8">~PxScene</a>() {}
+<a name="l00223"></a>00223
+<a name="l00224"></a>00224 <span class="keyword">public</span>:
+<a name="l00225"></a>00225
+<a name="l00237"></a>00237 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
+<a name="l00238"></a>00238
+<a name="l00246"></a>00246 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFlag(<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0;
+<a name="l00247"></a>00247
+<a name="l00255"></a>00255 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html">PxSceneFlags</a> getFlags() <span class="keyword">const</span> = 0;
+<a name="l00256"></a>00256
+<a name="l00257"></a>00257
+<a name="l00268"></a>00268 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setLimits(<span class="keyword">const</span> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a>&amp; limits) = 0;
+<a name="l00269"></a>00269
+<a name="l00275"></a>00275 <span class="keyword">virtual</span> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> getLimits() <span class="keyword">const</span> = 0;
+<a name="l00276"></a>00276
+<a name="l00277"></a>00277
+<a name="l00285"></a>00285 <span class="keyword">virtual</span> <a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>&amp; getPhysics() = 0;
+<a name="l00286"></a>00286
+<a name="l00292"></a>00292 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getTimestamp() <span class="keyword">const</span> = 0;
+<a name="l00293"></a>00293
+<a name="l00294"></a>00294
+<a name="l00296"></a>00296 <span class="comment">/************************************************************************************************/</span>
+<a name="l00297"></a>00297
+<a name="l00310"></a>00310 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addArticulation(<a class="code" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics...">PxArticulation</a>&amp; articulation) = 0;
+<a name="l00311"></a>00311
+<a name="l00324"></a>00324 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeArticulation(<a class="code" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics...">PxArticulation</a>&amp; articulation, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
+<a name="l00325"></a>00325
+<a name="l00341"></a>00341 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor) = 0;
+<a name="l00342"></a>00342
+<a name="l00361"></a>00361 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addActors(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>*<span class="keyword">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors) = 0;
+<a name="l00362"></a>00362
+<a name="l00381"></a>00381 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addActors(<span class="keyword">const</span> <a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>&amp; pruningStructure) = 0;
+<a name="l00382"></a>00382
+<a name="l00399"></a>00399 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
+<a name="l00400"></a>00400
+<a name="l00416"></a>00416 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeActors(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>*<span class="keyword">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
+<a name="l00417"></a>00417
+<a name="l00430"></a>00430 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addAggregate(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>&amp; aggregate) = 0;
+<a name="l00431"></a>00431
+<a name="l00444"></a>00444 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeAggregate(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>&amp; aggregate, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
+<a name="l00445"></a>00445
+<a name="l00458"></a>00458 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addCollection(<span class="keyword">const</span> <a class="code" href="classPxCollection.html" title="Collection class for serialization.">PxCollection</a>&amp; collection) = 0;
+<a name="l00460"></a>00460 <span class="comment">/************************************************************************************************/</span>
+<a name="l00461"></a>00461
+<a name="l00465"></a>00465
+<a name="l00474"></a>00474 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbActors(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a> types) <span class="keyword">const</span> = 0;
+<a name="l00475"></a>00475
+<a name="l00487"></a>00487 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getActors(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a> types, <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
+<a name="l00488"></a>00488
+<a name="l00505"></a>00505 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="structPxActiveTransform.html" title="Data struct for use with Active Transform Notification. Used with PxScene::getActiveTransforms()...">PxActiveTransform</a>*
+<a name="l00506"></a>00506 getActiveTransforms(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>&amp; nbTransformsOut, <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
+<a name="l00507"></a>00507
+<a name="l00508"></a>00508
+<a name="l00527"></a>00527 <span class="keyword">virtual</span> <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>** getActiveActors(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>&amp; nbActorsOut, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
+<a name="l00528"></a>00528
+<a name="l00536"></a>00536 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbArticulations() <span class="keyword">const</span> = 0;
+<a name="l00537"></a>00537
+<a name="l00548"></a>00548 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getArticulations(<a class="code" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics...">PxArticulation</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
+<a name="l00549"></a>00549
+<a name="l00557"></a>00557 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbConstraints() <span class="keyword">const</span> = 0;
+<a name="l00558"></a>00558
+<a name="l00569"></a>00569 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getConstraints(<a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
+<a name="l00570"></a>00570
+<a name="l00571"></a>00571
+<a name="l00579"></a>00579 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbAggregates() <span class="keyword">const</span> = 0;
+<a name="l00580"></a>00580
+<a name="l00591"></a>00591 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getAggregates(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
+<a name="l00592"></a>00592
+<a name="l00594"></a>00594 <span class="comment">/************************************************************************************************/</span>
+<a name="l00595"></a>00595
+<a name="l00599"></a>00599
+<a name="l00650"></a>00650 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDominanceGroupPair(
+<a name="l00651"></a>00651 <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2, <span class="keyword">const</span> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>&amp; dominance) = 0;
+<a name="l00652"></a>00652
+<a name="l00658"></a>00658 <span class="keyword">virtual</span> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a> getDominanceGroupPair(<a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2) <span class="keyword">const</span> = 0;
+<a name="l00659"></a>00659
+<a name="l00661"></a>00661 <span class="comment">/************************************************************************************************/</span>
+<a name="l00662"></a>00662
+<a name="l00666"></a>00666
+<a name="l00672"></a>00672 <span class="keyword">virtual</span> PxCpuDispatcher* getCpuDispatcher() <span class="keyword">const</span> = 0;
+<a name="l00673"></a>00673
+<a name="l00681"></a>00681 <span class="keyword">virtual</span> PxGpuDispatcher* getGpuDispatcher() <span class="keyword">const</span> = 0;
+<a name="l00682"></a>00682
+<a name="l00684"></a>00684 <span class="comment">/************************************************************************************************/</span>
+<a name="l00697"></a>00697 <span class="keyword">virtual</span> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> createClient() = 0;
+<a name="l00698"></a>00698
+<a name="l00715"></a>00715 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClientBehaviorFlags(<a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client, <a class="code" href="PxClient_8h.html#295b321eb41489154df2d9dd381282d1" title="Bitfield that contains a set of raised flags defined in PxClientBehaviorFlag.">PxClientBehaviorFlags</a> clientBehaviorFlags) = 0;
+<a name="l00716"></a>00716
+<a name="l00724"></a>00724 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="PxClient_8h.html#295b321eb41489154df2d9dd381282d1" title="Bitfield that contains a set of raised flags defined in PxClientBehaviorFlag.">PxClientBehaviorFlags</a> getClientBehaviorFlags(<a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client) <span class="keyword">const</span> = 0;
+<a name="l00726"></a>00726
+<a name="l00727"></a>00727
+<a name="l00728"></a>00728 <span class="preprocessor"> #if PX_USE_CLOTH_API</span>
+<a name="l00729"></a>00729 <span class="preprocessor"></span>
+<a name="l00730"></a>00730 <span class="comment">/************************************************************************************************/</span>
+<a name="l00731"></a>00731
+<a name="l00747"></a>00747 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionDistance(<a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> distance) = 0;
+<a name="l00748"></a>00748
+<a name="l00753"></a>00753 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> getClothInterCollisionDistance() <span class="keyword">const</span> = 0;
+<a name="l00754"></a>00754
+<a name="l00763"></a>00763 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionStiffness(<a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> stiffness) = 0;
+<a name="l00768"></a>00768 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> getClothInterCollisionStiffness() <span class="keyword">const</span> = 0;
+<a name="l00769"></a>00769
+<a name="l00778"></a>00778 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionNbIterations(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbIterations) = 0;
+<a name="l00783"></a>00783 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getClothInterCollisionNbIterations() <span class="keyword">const</span> = 0;
+<a name="l00785"></a>00785
+<a name="l00786"></a>00786 <span class="preprocessor"> #endif // PX_USE_CLOTH_API</span>
+<a name="l00787"></a>00787 <span class="preprocessor"></span>
+<a name="l00788"></a>00788 <span class="comment">/************************************************************************************************/</span>
+<a name="l00789"></a>00789
+<a name="l00793"></a>00793
+<a name="l00810"></a>00810 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSimulationEventCallback(<a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>* callback, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
+<a name="l00811"></a>00811
+<a name="l00822"></a>00822 <span class="keyword">virtual</span> <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>*
+<a name="l00823"></a>00823 getSimulationEventCallback(PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) <span class="keyword">const</span> = 0;
+<a name="l00824"></a>00824
+<a name="l00832"></a>00832 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setContactModifyCallback(<a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>* callback) = 0;
+<a name="l00833"></a>00833
+<a name="l00841"></a>00841 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setCCDContactModifyCallback(<a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>* callback) = 0;
+<a name="l00842"></a>00842
+<a name="l00850"></a>00850 <span class="keyword">virtual</span> <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>*
+<a name="l00851"></a>00851 getContactModifyCallback() <span class="keyword">const</span> = 0;
+<a name="l00852"></a>00852
+<a name="l00860"></a>00860 <span class="keyword">virtual</span> <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>*
+<a name="l00861"></a>00861 getCCDContactModifyCallback() <span class="keyword">const</span> = 0;
+<a name="l00862"></a>00862
+<a name="l00879"></a>00879 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setBroadPhaseCallback(<a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* callback, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
+<a name="l00880"></a>00880
+<a name="l00892"></a>00892 <span class="keyword">virtual</span> <a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* getBroadPhaseCallback(PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) <span class="keyword">const</span> = 0;
+<a name="l00893"></a>00893
+<a name="l00895"></a>00895 <span class="comment">/************************************************************************************************/</span>
+<a name="l00896"></a>00896
+<a name="l00900"></a>00900
+<a name="l00917"></a>00917 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFilterShaderData(<span class="keyword">const</span> <span class="keywordtype">void</span>* data, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dataSize) = 0;
+<a name="l00918"></a>00918
+<a name="l00928"></a>00928 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">void</span>* getFilterShaderData() <span class="keyword">const</span> = 0;
+<a name="l00929"></a>00929
+<a name="l00937"></a>00937 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getFilterShaderDataSize() <span class="keyword">const</span> = 0;
+<a name="l00938"></a>00938
+<a name="l00946"></a>00946 <span class="keyword">virtual</span> <a class="code" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a>
+<a name="l00947"></a>00947 getFilterShader() <span class="keyword">const</span> = 0;
+<a name="l00948"></a>00948
+<a name="l00956"></a>00956 <span class="keyword">virtual</span> <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>*
+<a name="l00957"></a>00957 getFilterCallback() <span class="keyword">const</span> = 0;
+<a name="l00958"></a>00958
+<a name="l00988"></a>00988 <span class="keyword">virtual</span> <span class="keywordtype">void</span> resetFiltering(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor) = 0;
+<a name="l00989"></a>00989
+<a name="l01004"></a>01004 <span class="keyword">virtual</span> <span class="keywordtype">void</span> resetFiltering(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>&amp; actor, <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>*<span class="keyword">const</span>* shapes, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> shapeCount) = 0;
+<a name="l01005"></a>01005
+<a name="l01007"></a>01007 <span class="comment">/************************************************************************************************/</span>
+<a name="l01008"></a>01008
+<a name="l01043"></a>01043 <span class="keyword">virtual</span> <span class="keywordtype">void</span> simulate(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> elapsedTime, <a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = NULL,
+<a name="l01044"></a>01044 <span class="keywordtype">void</span>* scratchMemBlock = 0, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> scratchMemBlockSize = 0, <span class="keywordtype">bool</span> controlSimulation = <span class="keyword">true</span>) = 0;
+<a name="l01045"></a>01045
+<a name="l01046"></a>01046
+<a name="l01057"></a>01057 <span class="keyword">virtual</span> <span class="keywordtype">void</span> advance(<a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = 0) = 0;
+<a name="l01058"></a>01058
+<a name="l01076"></a>01076 <span class="keyword">virtual</span> <span class="keywordtype">void</span> collide(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> elapsedTime, <a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = 0, <span class="keywordtype">void</span>* scratchMemBlock = 0,
+<a name="l01077"></a>01077 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> scratchMemBlockSize = 0, <span class="keywordtype">bool</span> controlSimulation = <span class="keyword">true</span>) = 0;
+<a name="l01078"></a>01078
+<a name="l01090"></a>01090 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> checkResults(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
+<a name="l01091"></a>01091
+<a name="l01099"></a>01099 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchCollision(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
+<a name="l01100"></a>01100
+<a name="l01122"></a>01122 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchResults(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* errorState = 0) = 0;
+<a name="l01123"></a>01123
+<a name="l01124"></a>01124
+<a name="l01140"></a>01140 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchResultsStart(<span class="keyword">const</span> <a class="code" href="structPxContactPairHeader.html" title="An Instance of this class is passed to PxSimulationEventCallback.onContact().">PxContactPairHeader</a>*&amp; contactPairs, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>&amp; nbContactPairs, <span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
+<a name="l01141"></a>01141
+<a name="l01142"></a>01142
+<a name="l01151"></a>01151 <span class="keyword">virtual</span> <span class="keywordtype">void</span> processCallbacks(<a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* continuation) = 0;
+<a name="l01152"></a>01152
+<a name="l01153"></a>01153
+<a name="l01165"></a>01165 <span class="keyword">virtual</span> <span class="keywordtype">void</span> fetchResultsFinish(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* errorState = 0) = 0;
+<a name="l01166"></a>01166
+<a name="l01167"></a>01167
+<a name="l01178"></a>01178 <span class="keyword">virtual</span> <span class="keywordtype">void</span> flushSimulation(<span class="keywordtype">bool</span> sendPendingReports = <span class="keyword">false</span>) = 0;
+<a name="l01179"></a>01179
+<a name="l01189"></a>01189 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setGravity(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; vec) = 0;
+<a name="l01190"></a>01190
+<a name="l01198"></a>01198 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getGravity() <span class="keyword">const</span> = 0;
+<a name="l01199"></a>01199
+<a name="l01205"></a>01205 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setBounceThresholdVelocity(<span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> t) = 0;
+<a name="l01206"></a>01206
+<a name="l01212"></a>01212 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getBounceThresholdVelocity() <span class="keyword">const</span> = 0;
+<a name="l01213"></a>01213
+<a name="l01214"></a>01214
+<a name="l01223"></a>01223 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setCCDMaxPasses(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> ccdMaxPasses) = 0;
+<a name="l01224"></a>01224
+<a name="l01233"></a>01233 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getCCDMaxPasses() <span class="keyword">const</span> = 0;
+<a name="l01234"></a>01234
+<a name="l01240"></a>01240 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getFrictionOffsetThreshold() <span class="keyword">const</span> = 0;
+<a name="l01241"></a>01241
+<a name="l01246"></a>01246 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFrictionType(<a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> frictionType) = 0;
+<a name="l01247"></a>01247
+<a name="l01252"></a>01252 <span class="keyword">virtual</span> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> getFrictionType() <span class="keyword">const</span> = 0;
+<a name="l01253"></a>01253
+<a name="l01255"></a>01255 <span class="comment">/************************************************************************************************/</span>
+<a name="l01256"></a>01256
+<a name="l01271"></a>01271 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> setVisualizationParameter(<a class="code" href="structPxVisualizationParameter.html#dce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> param, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> value) = 0;
+<a name="l01272"></a>01272
+<a name="l01281"></a>01281 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getVisualizationParameter(<a class="code" href="structPxVisualizationParameter.html#dce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> paramEnum) <span class="keyword">const</span> = 0;
+<a name="l01282"></a>01282
+<a name="l01283"></a>01283
+<a name="l01290"></a>01290 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setVisualizationCullingBox(<span class="keyword">const</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>&amp; box) = 0;
+<a name="l01291"></a>01291
+<a name="l01298"></a>01298 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>&amp; getVisualizationCullingBox() <span class="keyword">const</span> = 0;
+<a name="l01299"></a>01299
+<a name="l01311"></a>01311 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer.">PxRenderBuffer</a>&amp; getRenderBuffer() = 0;
+<a name="l01312"></a>01312
+<a name="l01322"></a>01322 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getSimulationStatistics(<a class="code" href="classPxSimulationStatistics.html" title="Class used to retrieve statistics for a simulation step.">PxSimulationStatistics</a>&amp; stats) <span class="keyword">const</span> = 0;
+<a name="l01323"></a>01323
+<a name="l01324"></a>01324
+<a name="l01326"></a>01326 <span class="comment">/************************************************************************************************/</span>
+<a name="l01327"></a>01327
+<a name="l01331"></a>01331
+<a name="l01337"></a>01337 <span class="keyword">virtual</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> getStaticStructure() <span class="keyword">const</span> = 0;
+<a name="l01338"></a>01338
+<a name="l01344"></a>01344 <span class="keyword">virtual</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> getDynamicStructure() <span class="keyword">const</span> = 0;
+<a name="l01345"></a>01345
+<a name="l01361"></a>01361 <span class="keyword">virtual</span> <span class="keywordtype">void</span> flushQueryUpdates() = 0;
+<a name="l01362"></a>01362
+<a name="l01374"></a>01374 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a>* createBatchQuery(<span class="keyword">const</span> <a class="code" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery.">PxBatchQueryDesc</a>&amp; desc) = 0;
+<a name="l01375"></a>01375
+<a name="l01383"></a>01383 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="classPxVolumeCache.html" title="Volumetric cache for local collision geometry.">PxVolumeCache</a>* createVolumeCache(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxStaticShapes = 32, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxDynamicShapes = 8) = 0;
+<a name="l01384"></a>01384
+<a name="l01392"></a>01392 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDynamicTreeRebuildRateHint(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dynamicTreeRebuildRateHint) = 0;
+<a name="l01393"></a>01393
+<a name="l01401"></a>01401 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getDynamicTreeRebuildRateHint() <span class="keyword">const</span> = 0;
+<a name="l01402"></a>01402
+<a name="l01411"></a>01411 <span class="keyword">virtual</span> <span class="keywordtype">void</span> forceDynamicTreeRebuild(<span class="keywordtype">bool</span> rebuildStaticStructure, <span class="keywordtype">bool</span> rebuildDynamicStructure) = 0;
+<a name="l01412"></a>01412
+<a name="l01435"></a>01435 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> raycast(
+<a name="l01436"></a>01436 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
+<a name="l01437"></a>01437 <a class="code" href="structPxHitCallback.html">PxRaycastCallback</a>&amp; hitCall, PxHitFlags hitFlags = PxHitFlags(<a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>),
+<a name="l01438"></a>01438 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>&amp; filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL,
+<a name="l01439"></a>01439 <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL) <span class="keyword">const</span> = 0;
+<a name="l01440"></a>01440
+<a name="l01468"></a>01468 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> sweep(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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>&amp; pose, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
+<a name="l01469"></a>01469 <a class="code" href="structPxHitCallback.html">PxSweepCallback</a>&amp; hitCall, PxHitFlags hitFlags = PxHitFlags(<a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>),
+<a name="l01470"></a>01470 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>&amp; filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL,
+<a name="l01471"></a>01471 <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f) <span class="keyword">const</span> = 0;
+<a name="l01472"></a>01472
+<a name="l01473"></a>01473
+<a name="l01493"></a>01493 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> overlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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>&amp; pose, <a class="code" href="structPxHitCallback.html">PxOverlapCallback</a>&amp; hitCall,
+<a name="l01494"></a>01494 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>&amp; filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL
+<a name="l01495"></a>01495 ) <span class="keyword">const</span> = 0;
+<a name="l01496"></a>01496
+<a name="l01497"></a>01497
+<a name="l01504"></a>01504 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getSceneQueryStaticTimestamp() <span class="keyword">const</span> = 0;
+<a name="l01506"></a>01506
+<a name="l01507"></a>01507 <span class="comment">/************************************************************************************************/</span>
+<a name="l01511"></a>01511
+<a name="l01517"></a>01517 <span class="keyword">virtual</span> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> getBroadPhaseType() <span class="keyword">const</span> = 0;
+<a name="l01518"></a>01518
+<a name="l01525"></a>01525 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getBroadPhaseCaps(<a class="code" href="structPxBroadPhaseCaps.html" title="Caps class for broad phase.">PxBroadPhaseCaps</a>&amp; caps) <span class="keyword">const</span> = 0;
+<a name="l01526"></a>01526
+<a name="l01532"></a>01532 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbBroadPhaseRegions() <span class="keyword">const</span> = 0;
+<a name="l01533"></a>01533
+<a name="l01542"></a>01542 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getBroadPhaseRegions(<a class="code" href="structPxBroadPhaseRegionInfo.html" title="Information &amp;amp; stats structure for a region.">PxBroadPhaseRegionInfo</a>* userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
+<a name="l01543"></a>01543
+<a name="l01560"></a>01560 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> addBroadPhaseRegion(<span class="keyword">const</span> <a class="code" href="structPxBroadPhaseRegion.html" title="&amp;quot;Region of interest&amp;quot; for the broad-phase.">PxBroadPhaseRegion</a>&amp; region, <span class="keywordtype">bool</span> populateRegion=<span class="keyword">false</span>) = 0;
+<a name="l01561"></a>01561
+<a name="l01575"></a>01575 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeBroadPhaseRegion(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> handle) = 0;
+<a name="l01576"></a>01576
+<a name="l01578"></a>01578
+<a name="l01579"></a>01579 <span class="comment">/************************************************************************************************/</span>
+<a name="l01580"></a>01580
+<a name="l01584"></a>01584
+<a name="l01590"></a>01590 <span class="keyword">virtual</span> PxTaskManager* getTaskManager() <span class="keyword">const</span> = 0;
+<a name="l01591"></a>01591
+<a name="l01592"></a>01592
+<a name="l01611"></a>01611 <span class="keyword">virtual</span> <span class="keywordtype">void</span> lockRead(<span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) = 0;
+<a name="l01612"></a>01612
+<a name="l01618"></a>01618 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unlockRead() = 0;
+<a name="l01619"></a>01619
+<a name="l01645"></a>01645 <span class="keyword">virtual</span> <span class="keywordtype">void</span> lockWrite(<span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) = 0;
+<a name="l01646"></a>01646
+<a name="l01652"></a>01652 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unlockWrite() = 0;
+<a name="l01653"></a>01653
+<a name="l01654"></a>01654
+<a name="l01668"></a>01668 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setNbContactDataBlocks(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> numBlocks) = 0;
+<a name="l01669"></a>01669
+<a name="l01670"></a>01670
+<a name="l01680"></a>01680 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbContactDataBlocksUsed() <span class="keyword">const</span> = 0;
+<a name="l01681"></a>01681
+<a name="l01691"></a>01691 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbContactDataBlocksUsed() <span class="keyword">const</span> = 0;
+<a name="l01692"></a>01692
+<a name="l01693"></a>01693
+<a name="l01699"></a>01699 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getContactReportStreamBufferSize() <span class="keyword">const</span> = 0;
+<a name="l01700"></a>01700
+<a name="l01701"></a>01701
+<a name="l01709"></a>01709 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSolverBatchSize(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> solverBatchSize) = 0;
+<a name="l01710"></a>01710
+<a name="l01718"></a>01718 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getSolverBatchSize() <span class="keyword">const</span> = 0;
+<a name="l01719"></a>01719
+<a name="l01720"></a>01720
+<a name="l01722"></a>01722
+<a name="l01730"></a>01730 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getWakeCounterResetValue() <span class="keyword">const</span> = 0;
+<a name="l01731"></a>01731
+<a name="l01748"></a>01748 <span class="keyword">virtual</span> <span class="keywordtype">void</span> shiftOrigin(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; shift) = 0;
+<a name="l01749"></a>01749
+<a name="l01754"></a>01754 <span class="keyword">virtual</span> <a class="code" href="classPxPvdSceneClient.html" title="Special client for PxScene. It provides access to the PxPvdSceneFlag. It also provides...">PxPvdSceneClient</a>* getScenePvdClient() = 0;
+<a name="l01755"></a>01755
+<a name="l01756"></a><a class="code" href="classPxScene.html#64fbe5f25cef90d47fcb1c6428efe15a">01756</a> <span class="keywordtype">void</span>* userData;
+<a name="l01757"></a>01757 };
+<a name="l01758"></a>01758
+<a name="l01759"></a>01759 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l01760"></a>01760 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l01761"></a>01761 <span class="preprocessor">#endif</span>
+<a name="l01762"></a>01762 <span class="preprocessor"></span>
+<a name="l01764"></a>01764 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
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