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NVIDIA PhysX SDK 3.4.0 Documentation
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NVIDIA® PhysX® SDK 3.4.0 Documentation
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Built March 15, 2017
Contents:
User's Guide
Welcome to PhysX
About this User Guide
Physics vs. PhysX
World and Objects
Snippets
What are PhysX Snippets?
HelloWorld: PhysX Basics
Using PhysX Visual Debugger with SnippetHelloWorld
Building with PhysX
Build Settings
Build Configurations
Header Files
Libraries
Redistribution
The PhysX API
Introduction
Memory Management
Error Reporting
Math Classes
Connecting PhysX Objects with User Application Objects
Type Casting
Reference Counting
Using Different Units
Assertions
Determinism
Startup and Shutdown
Introduction
Foundation and Physics
Cooking
Extensions
Optional SDK Components
Delay-Loading DLLs
Shutting Down
Threading
Introduction
Data Access from Multiple Threads
Asynchronous Simulation
Multithreaded Simulation
Geometry
Introduction
Geometry Types
Mesh Scaling
PxGeometryHolder
Vertex and Face Data
Rigid Body Overview
Introduction
Rigid Body Object Model
The Simulation Loop
Rigid Body Collision
Introduction
Shapes
Simulation Shapes and Scene Query Shapes
Kinematic Triangle Meshes (Planes, Heighfields)
Broad-phase Algorithms
Regions of Interest
Broad-phase Callback
Collision Filtering
Aggregates
Creating an Aggregate
Populating an Aggregate
Releasing an Aggregate
Amortizing Insertion
Trigger Shapes
Interactions
Rigid Body Dynamics
Velocity
Mass Properties
Applying Forces and Torques
Gravity
Friction and Restitution
Sleeping
Kinematic Actors
Active Transforms
Active Actors
Dominance
Solver Iterations
Immediate Mode
Enhanced Determinism
Axis locking
Simulation
Callback Sequence
Simulation memory
Completion Tasks
Synchronizing with Other Threads
Substepping
Split sim
Split fetchResults
Advanced Collision Detection
Tuning Shape Collision Behavior
Contact Modification
Contact reporting
Extracting Contact information
Continuous Collision Detection
Raycast CCD
Speculative CCD
Persistent Contact Manifold (PCM)
Joints
Joint Basics
Fixed Joint
Spherical Joint
Revolute Joint
Prismatic Joint
Distance Joint
D6 Joint
Custom Constraints
Articulations
Creating an Articulation
Articulation Joints
Driving an Articulation
Articulation Projection
Articulations and Sleeping
Scene Origin
Shifting The Scene Origin
GPU Rigid Bodies
Introduction
Using GPU Rigid Bodies
What is GPU accelerated?
Tuning
Performance Considerations
Geometry Queries
Introduction
Raycasts
Overlaps
Penetration Depth
Sweeps
Additional PxGeometryQuery functions
PxMeshQuery
Spatial Queries
PxSpatialIndex
Scene Queries
Introduction
Basic queries
Touching and blocking hits
Query modes
Filtering
User defined hit callbacks for unbounded results
Batched queries
Volume Caching
Single Object Caching
PxPruningStructureType
PxPruningStructure
Vehicles
Introduction
Algorithm
First Code
Snippets
Advanced Concepts
More Advanced Concepts
Tuning Guide
Troubleshooting
References
Character Controllers
Introduction
Kinematic Character Controller
Creating a character controller
Overlap Recovery Module
Character Volume
Volume Update
Moving a Character Controller
Graphics Update
Auto Stepping
Climbing Mode
Up Vector
Walkable Parts & Invisible Walls
Obstacle Objects
Hit Callback
Behavior Callback
Character Interactions: CCT-vs-dynamic actors
Character Interactions: CCT-vs-CCT
Hidden Kinematic Actors
Time Stepping
Invalidating Internal Geometry Caches
Runtime Tessellation
Troubleshooting
Particles (deprecated)
Introduction
Creating Particle Systems
Particle Management
Parameter Guide
Collision Handling
Best Practices / Troubleshooting
GPU/CUDA Acceleration
Sample Discussion
References
Cloth
Introduction
Simulation Algorithm
Best Practices / Troubleshooting
Snippet Discussion
References
Debug Visualization
Introduction
Usage
PhysX Visual Debugger (PVD)
PVD
Basic Setup (SDK Side)
Advanced Setup
Simulation Statistics
Interface
Usage
Serialization
Introduction
First Code
In-depth Discussion
Common Use Cases
Snippet Discussion
Best practices / Troubleshooting
PVD
Extending Serialization
Introduction
Overview
Binary Serialization of Custom Classes
RepX Serialization of Custom Classes
Best Practices Guide
Introduction
Debugging
Performance Issues
Character Controller Systems using Scene Queries and Penetration Depth Computation
Quantizing HeightField Samples
Reducing memory usage
Behavior issues
GPU Rigid Bodies
Determinism
Migrating From PhysX SDK 2.x to 3.x
Removed Features
Basics
API Design Changes
Material Indexes
Continuous Collision Detection
Pose Description
Shape Description
Joints
Time Stepping
Collision Filtering
Scene Queries
Migrating From PhysX SDK 3.2 to 3.3
Math Classes
Scene Query API
SPU batch queries
Core PhysX
PhysX Extensions
PhysX Character Controller
PhysX Vehicles
CCD
PhysX Visual Debugger
PhysX Cloth
RepX Serialization
Binary Serialization
PhysX TaskManager
Migrating From PhysX SDK 3.3 to 3.4
Deprecated APIs
Core PhysX
Contact Generation
PhysX Cooking
Reference Counting
PhysX Visual Debugger
Scene queries
PxExtensions
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