From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001
From: git perforce import user
Date: Tue, 25 Oct 2016 12:29:14 -0600
Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @
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Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you +00002 // under a form of NVIDIA software license agreement provided separately to you. +00003 // +00004 // Notice +00005 // NVIDIA Corporation and its licensors retain all intellectual property and +00006 // proprietary rights in and to this software and related documentation and +00007 // any modifications thereto. Any use, reproduction, disclosure, or +00008 // distribution of this software and related documentation without an express +00009 // license agreement from NVIDIA Corporation is strictly prohibited. +00010 // +00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +00015 // +00016 // Information and code furnished is believed to be accurate and reliable. +00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +00018 // information or for any infringement of patents or other rights of third parties that may +00019 // result from its use. No license is granted by implication or otherwise under any patent +00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. +00021 // This code supersedes and replaces all information previously supplied. +00022 // NVIDIA Corporation products are not authorized for use as critical +00023 // components in life support devices or systems without express written approval of +00024 // NVIDIA Corporation. +00025 // +00026 // Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. +00029 +00030 +00031 #ifndef PX_PHYSICS_EXTENSIONS_RIGIDBODY_H +00032 #define PX_PHYSICS_EXTENSIONS_RIGIDBODY_H +00033 +00037 #include "PxPhysXConfig.h" +00038 #include "PxRigidBody.h" +00039 #include "PxQueryReport.h" +00040 #include "PxQueryFiltering.h" +00041 #include "extensions/PxMassProperties.h" +00042 +00043 #if !PX_DOXYGEN +00044 namespace physx +00045 { +00046 #endif +00047 +00048 class PxScene; +00049 struct PxQueryCache; +00050 class PxShape; +00051 +00058 class PxRigidBodyExt +00059 { +00060 public: +00094 static bool updateMassAndInertia(PxRigidBody& body, const PxReal* shapeDensities, PxU32 shapeDensityCount, const PxVec3* massLocalPose = NULL, bool includeNonSimShapes = false); +00095 +00096 +00110 static bool updateMassAndInertia(PxRigidBody& body, PxReal density, const PxVec3* massLocalPose = NULL, bool includeNonSimShapes = false); +00111 +00112 +00134 static bool setMassAndUpdateInertia(PxRigidBody& body, const PxReal* shapeMasses, PxU32 shapeMassCount, const PxVec3* massLocalPose = NULL, bool includeNonSimShapes = false); +00135 +00136 +00155 static bool setMassAndUpdateInertia(PxRigidBody& body, PxReal mass, const PxVec3* massLocalPose = NULL, bool includeNonSimShapes = false); +00156 +00157 +00167 static PxMassProperties computeMassPropertiesFromShapes(const PxShape* const* shapes, PxU32 shapeCount); +00168 +00169 +00196 static void addForceAtPos(PxRigidBody& body, const PxVec3& force, const PxVec3& pos, PxForceMode::Enum mode = PxForceMode::eFORCE, bool wakeup = true); +00197 +00224 static void addForceAtLocalPos(PxRigidBody& body, const PxVec3& force, const PxVec3& pos, PxForceMode::Enum mode = PxForceMode::eFORCE, bool wakeup = true); +00225 +00252 static void addLocalForceAtPos(PxRigidBody& body, const PxVec3& force, const PxVec3& pos, PxForceMode::Enum mode = PxForceMode::eFORCE, bool wakeup = true); +00253 +00280 static void addLocalForceAtLocalPos(PxRigidBody& body, const PxVec3& force, const PxVec3& pos, PxForceMode::Enum mode = PxForceMode::eFORCE, bool wakeup = true); +00281 +00292 static PxVec3 getVelocityAtPos(const PxRigidBody& body, const PxVec3& pos); +00293 +00304 static PxVec3 getLocalVelocityAtLocalPos(const PxRigidBody& body, const PxVec3& pos); +00305 +00316 static PxVec3 getVelocityAtOffset(const PxRigidBody& body, const PxVec3& pos); +00317 +00318 +00347 static bool linearSweepSingle( +00348 PxRigidBody& body, PxScene& scene, const PxVec3& unitDir, const PxReal distance, +00349 PxHitFlags outputFlags, +00350 PxSweepHit& closestHit, PxU32& shapeIndex, +00351 const PxQueryFilterData& filterData = PxQueryFilterData(), +00352 PxQueryFilterCallback* filterCall = NULL, +00353 const PxQueryCache* cache = NULL, +00354 const PxReal inflation=0.0f); +00355 +00388 static PxU32 linearSweepMultiple( +00389 PxRigidBody& body, PxScene& scene, const PxVec3& unitDir, const PxReal distance, +00390 PxHitFlags outputFlags, +00391 PxSweepHit* touchHitBuffer, PxU32* touchHitShapeIndices, PxU32 touchHitBufferSize, +00392 PxSweepHit& block, PxI32& blockingShapeIndex, bool& overflow, +00393 const PxQueryFilterData& filterData = PxQueryFilterData(), +00394 PxQueryFilterCallback* filterCall = NULL, +00395 const PxQueryCache* cache = NULL, const PxReal inflation = 0.0f); +00396 +00397 +00413 static void computeVelocityDeltaFromImpulse(const PxRigidBody& body, const PxVec3& impulsiveForce, const PxVec3& impulsiveTorque, PxVec3& deltaLinearVelocity, PxVec3& deltaAngularVelocity); +00414 +00432 static void computeVelocityDeltaFromImpulse(const PxRigidBody& body, const PxTransform& globalPose, const PxVec3& point, const PxVec3& impulse, const PxReal invMassScale, +00433 const PxReal invInertiaScale, PxVec3& deltaLinearVelocity, PxVec3& deltaAngularVelocity); +00434 +00449 static void computeLinearAngularImpulse(const PxRigidBody& body, const PxTransform& globalPose, const PxVec3& point, const PxVec3& impulse, const PxReal invMassScale, +00450 const PxReal invInertiaScale, PxVec3& linearImpulse, PxVec3& angularImpulse); +00451 +00452 +00453 }; +00454 +00455 #if !PX_DOXYGEN +00456 } // namespace physx +00457 #endif +00458 +00460 #endif +