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 @ 21275617 [CL 21300167] --- .../files/classPxCCDContactModifyCallback.html | 111 +++++++++++++++++++++ 1 file changed, 111 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/classPxCCDContactModifyCallback.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/classPxCCDContactModifyCallback.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxCCDContactModifyCallback.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxCCDContactModifyCallback.html new file mode 100644 index 00000000..4faf15bc --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxCCDContactModifyCallback.html @@ -0,0 +1,111 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxCCDContactModifyCallback Class Reference + + + + + + + +
+

PxCCDContactModifyCallback Class Reference
+ +[Physics] +

An interface class that the user can implement in order to modify CCD contact constraints. +More... +

+#include <PxContactModifyCallback.h> +

+ +

+List of all members. + + + + + + + + +

Public Member Functions

virtual void onCCDContactModify (PxContactModifyPair *const pairs, PxU32 count)=0
 Passes modifiable arrays of contacts to the application.

Protected Member Functions

virtual ~PxCCDContactModifyCallback ()
+


Detailed Description

+An interface class that the user can implement in order to modify CCD contact constraints. +

+Threading: It is necessary to make this class thread safe as it will be called in the context of the simulation thread. It might also be necessary to make it reentrant, since some calls can be made by multi-threaded parts of the physics engine.

+You can enable the use of this contact modification callback by raising the flag PxPairFlag::eMODIFY_CONTACTS in the filter shader/callback (see PxSimulationFilterShader) for a pair of rigid body objects.

+Please note: + Raising the contact modification flag will not wake the actors up automatically. + It is not possible to turn off the performance degradation by simply removing the callback from the scene, the filter shader/callback has to be used to clear the contact modification flag. + The contacts will only be reported as long as the actors are awake. There will be no callbacks while the actors are sleeping.

+

See also:
PxScene.setContactModifyCallback() PxScene.getContactModifyCallback()
+

Constructor & Destructor Documentation

+ +
+
+ + + + + + + + +
virtual PxCCDContactModifyCallback::~PxCCDContactModifyCallback (  )  [inline, protected, virtual]
+
+
+ +

+ +

+

+


Member Function Documentation

+ +
+
+ + + + + + + + + + + + + + + + + + +
virtual void PxCCDContactModifyCallback::onCCDContactModify (PxContactModifyPair *const   pairs,
PxU32  count 
) [pure virtual]
+
+
+ +

+Passes modifiable arrays of contacts to the application. +

+The initial contacts are as determined fresh each frame by collision detection.

+The number of contacts can not be changed, so you cannot add your own contacts. You may however disable contacts using PxContactSet::ignore().

+

See also:
PxContactModifyPair
+ +
+

+


The documentation for this class was generated from the following file: +
+ +

+Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com + + -- cgit v1.2.3