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+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTolerancesScale.h Source File</title>
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+<h1>PxTolerancesScale.h</h1><a href="PxTolerancesScale_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_SCALE_H</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_SCALE_H</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.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="l00045"></a>00045 <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="l00046"></a>00046
+<a name="l00056"></a><a class="code" href="classPxTolerancesScale.html">00056</a> <span class="keyword">class </span><a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>
+<a name="l00057"></a>00057 {
+<a name="l00058"></a>00058 <span class="keyword">public</span>:
+<a name="l00059"></a>00059
+<a name="l00069"></a><a class="code" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">00069</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> length;
+<a name="l00070"></a>00070
+<a name="l00071"></a>00071
+<a name="l00078"></a><a class="code" href="classPxTolerancesScale.html#df0d0c048ecc507e4f57fa70d58c444e">00078</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> mass;
+<a name="l00079"></a>00079
+<a name="l00088"></a><a class="code" href="classPxTolerancesScale.html#629358a15988697feaa85759d5c57e33">00088</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> speed;
+<a name="l00089"></a>00089
+<a name="l00090"></a>00090
+<a name="l00094"></a>00094 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>();
+<a name="l00095"></a>00095
+<a name="l00100"></a>00100 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
+<a name="l00101"></a>00101
+<a name="l00102"></a>00102 };
+<a name="l00103"></a>00103
+<a name="l00104"></a><a class="code" href="group__common.html#gf2bc9f0c0e1ee44a548900a13bb1136c">00104</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__common.html#gf2bc9f0c0e1ee44a548900a13bb1136c" title="constructor sets to default">PxTolerancesScale::PxTolerancesScale</a>():
+<a name="l00105"></a>00105 length(1),
+<a name="l00106"></a>00106 mass(1000),
+<a name="l00107"></a>00107 speed(10)
+<a name="l00108"></a>00108 {
+<a name="l00109"></a>00109 }
+<a name="l00110"></a>00110
+<a name="l00111"></a><a class="code" href="group__common.html#g15a949dbeb82f6783ad8ee2ca48e5f9a">00111</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__common.html#g15a949dbeb82f6783ad8ee2ca48e5f9a" title="Returns true if the descriptor is valid.">PxTolerancesScale::isValid</a>()<span class="keyword"> const</span>
+<a name="l00112"></a>00112 <span class="keyword"></span>{
+<a name="l00113"></a>00113 <span class="keywordflow">return</span> <a class="code" href="classPxTolerancesScale.html#7d93bf20de0e5b54783eda5bb64effeb">length</a>&gt;0 &amp;&amp; <a class="code" href="classPxTolerancesScale.html#df0d0c048ecc507e4f57fa70d58c444e">mass</a>&gt;0;
+<a name="l00114"></a>00114 }
+<a name="l00115"></a>00115
+<a name="l00116"></a>00116 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00117"></a>00117 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00118"></a>00118 <span class="preprocessor">#endif</span>
+<a name="l00119"></a>00119 <span class="preprocessor"></span>
+<a name="l00121"></a>00121 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
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