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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxActor.h Source File</title>
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<h1>PxActor.h</h1><a href="PxActor_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">// * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">// notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">// * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">// notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">// documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">// * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">// contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">// from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 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_ACTOR</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_ACTOR</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxClient_8h.html">PxClient.h</a>"</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxBase_8h.html">common/PxBase.h</a>"</span>
<a name="l00042"></a>00042
<a name="l00043"></a>00043 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00045"></a>00045 {
<a name="l00046"></a>00046 <span class="preprocessor">#endif</span>
<a name="l00047"></a>00047 <span class="preprocessor"></span>
<a name="l00048"></a>00048 <span class="keyword">class </span><a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>;
<a name="l00049"></a>00049 <span class="keyword">class </span><a class="code" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a>;
<a name="l00050"></a>00050 <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="l00051"></a>00051 <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="l00052"></a>00052 <span class="keyword">class </span><a class="code" href="classPxParticleBase.html" title="The particle base class represents the shared module for particle based simulation...">PxParticleBase</a>;
<a name="l00053"></a>00053 <span class="keyword">class </span><a class="code" href="classPxParticleSystem.html" title="The particle system class represents the main module for particle based simulation...">PxParticleSystem</a>;
<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxParticleFluid.html" title="The particle fluid class represents the main module for particle based fluid simulation...">PxParticleFluid</a>;
<a name="l00055"></a>00055 <span class="keyword">class </span><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>;
<a name="l00056"></a><a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">00056</a> <span class="keyword">class </span><a class="code" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body">PxArticulationLink</a>;
<a name="l00057"></a>00057
<a name="l00058"></a>00058
<a name="l00060"></a>00060 <span class="keyword">typedef</span> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>; <span class="comment">// Must be < 32, PxU8.</span>
<a name="l00061"></a>00061
<a name="l00067"></a><a class="code" href="structPxActorFlag.html">00067</a> <span class="keyword">struct </span><a class="code" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a>
<a name="l00068"></a>00068 {
<a name="l00069"></a><a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">00069</a> <span class="keyword">enum</span> <a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">Enum</a>
<a name="l00070"></a>00070 {
<a name="l00076"></a><a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d03bcf1cfcfcf30af05daa888272e0477">00076</a> eVISUALIZATION = (1<<0),
<a name="l00077"></a>00077
<a name="l00081"></a><a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1dde3ad01f704658641aa8a12d9064db0b">00081</a> eDISABLE_GRAVITY = (1<<1),
<a name="l00082"></a>00082
<a name="l00088"></a><a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1dbb3746f101908fd2ae5112e5d69a0999">00088</a> eSEND_SLEEP_NOTIFIES = (1<<2),
<a name="l00089"></a>00089
<a name="l00106"></a><a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d0838a5b8c88cebfa5d53904bb3b97411">00106</a> eDISABLE_SIMULATION = (1<<3)
<a name="l00107"></a>00107 };
<a name="l00108"></a>00108 };
<a name="l00109"></a>00109
<a name="l00115"></a><a class="code" href="group__physics.html#g468ad85db838378f0c58cfd02a96949b">00115</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<PxActorFlag::Enum,PxU8></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorFlags</a>;
<a name="l00116"></a>00116 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a>,<a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a>)
<a name="l00117"></a>00117
<a name="l00118"></a>00118
<a name="l00122"></a><a class="code" href="structPxActorType.html">00122</a> struct <a class="code" href="structPxActorType.html" title="Identifies each type of actor.">PxActorType</a>
<a name="l00123"></a>00123 {
<a name="l00124"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7">00124</a> <span class="keyword">enum</span> <a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7">Enum</a>
<a name="l00125"></a>00125 {
<a name="l00130"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7554a2b9b9c494e1e4b4f83600a5386e8">00130</a> eRIGID_STATIC,
<a name="l00131"></a>00131
<a name="l00136"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d781e9731829e3f092569e2c9b86484413">00136</a> eRIGID_DYNAMIC,
<a name="l00137"></a>00137
<a name="l00138"></a>00138 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
<a name="l00139"></a>00139 <span class="preprocessor"></span>
<a name="l00144"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d782d47689f44e0a1dc844135e4b7f752a">00144</a> ePARTICLE_SYSTEM <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a>,
<a name="l00145"></a>00145
<a name="l00151"></a>00151 ePARTICLE_FLUID PX_DEPRECATED,
<a name="l00152"></a>00152 <span class="preprocessor">#endif</span>
<a name="l00153"></a>00153 <span class="preprocessor"></span>
<a name="l00158"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d706f3dc5ed54f3a7bd6118e8906c93b89">00158</a> eARTICULATION_LINK,
<a name="l00159"></a>00159
<a name="l00160"></a>00160 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
<a name="l00161"></a>00161 <span class="preprocessor"></span>
<a name="l00166"></a>00166 eCLOTH PX_DEPRECATED,
<a name="l00167"></a>00167 <span class="preprocessor">#endif</span>
<a name="l00168"></a>00168 <span class="preprocessor"></span>
<a name="l00169"></a>00169 <span class="comment">//brief internal use only!</span>
<a name="l00170"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d76abed597089004f428276d4ef225db12">00170</a> eACTOR_COUNT,
<a name="l00171"></a>00171
<a name="l00172"></a><a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7c576e27c63fe565d6a1711342f781b7d">00172</a> eACTOR_FORCE_DWORD = 0x7fffffff
<a name="l00173"></a>00173 };
<a name="l00174"></a>00174 };
<a name="l00175"></a>00175
<a name="l00182"></a><a class="code" href="classPxActor.html">00182</a> <span class="keyword">class </span><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">public</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>
<a name="l00183"></a>00183 {
<a name="l00184"></a>00184 <span class="keyword">public</span>:
<a name="l00194"></a>00194 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
<a name="l00195"></a>00195
<a name="l00203"></a>00203 <span class="keyword">virtual</span> <a class="code" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7">PxActorType::Enum</a> getType() <span class="keyword">const</span> = 0;
<a name="l00204"></a>00204
<a name="l00212"></a>00212 <span class="keyword">virtual</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>* getScene() <span class="keyword">const</span> = 0;
<a name="l00213"></a>00213
<a name="l00214"></a>00214 <span class="comment">// Runtime modifications</span>
<a name="l00215"></a>00215
<a name="l00228"></a>00228 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setName(<span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0;
<a name="l00229"></a>00229
<a name="l00237"></a>00237 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* getName() <span class="keyword">const</span> = 0;
<a name="l00238"></a>00238
<a name="l00248"></a>00248 <span class="keyword">virtual</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> getWorldBounds(<span class="keywordtype">float</span> inflation=1.01f) <span class="keyword">const</span> = 0;
<a name="l00249"></a>00249
<a name="l00264"></a>00264 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setActorFlag(<a class="code" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0;
<a name="l00271"></a>00271 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setActorFlags( <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorFlags</a> inFlags ) = 0;
<a name="l00272"></a>00272
<a name="l00282"></a>00282 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorFlags</a> getActorFlags() <span class="keyword">const</span> = 0;
<a name="l00283"></a>00283
<a name="l00300"></a>00300 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDominanceGroup(<a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> dominanceGroup) = 0;
<a name="l00301"></a>00301
<a name="l00309"></a>00309 <span class="keyword">virtual</span> <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> getDominanceGroup() <span class="keyword">const</span> = 0;
<a name="l00310"></a>00310
<a name="l00311"></a>00311
<a name="l00321"></a>00321 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setOwnerClient( <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> inClient ) = 0;
<a name="l00322"></a>00322
<a name="l00330"></a>00330 <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> getOwnerClient() <span class="keyword">const</span> = 0;
<a name="l00331"></a>00331
<a name="l00347"></a>00347 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClientBehaviorFlags(<a class="code" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d" title="Bitfield that contains a set of raised flags defined in PxActorClientBehaviorFlag...">PxActorClientBehaviorFlags</a>) = 0;
<a name="l00348"></a>00348
<a name="l00358"></a>00358 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d" title="Bitfield that contains a set of raised flags defined in PxActorClientBehaviorFlag...">PxActorClientBehaviorFlags</a> getClientBehaviorFlags() <span class="keyword">const</span> = 0;
<a name="l00359"></a>00359
<a name="l00367"></a>00367 <span class="keyword">virtual</span> <a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>* getAggregate() <span class="keyword">const</span> = 0;
<a name="l00368"></a>00368
<a name="l00369"></a>00369 <span class="comment">//public variables:</span>
<a name="l00370"></a><a class="code" href="classPxActor.html#ce426ce4cca4de88806beee01eb4b87e">00370</a> <span class="keywordtype">void</span>* userData;
<a name="l00371"></a>00371
<a name="l00372"></a>00372
<a name="l00373"></a>00373 <span class="keyword">protected</span>:
<a name="l00374"></a><a class="code" href="classPxActor.html#05d86747e2fc14c89497fa06c8f0f252">00374</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxActor.html#05d86747e2fc14c89497fa06c8f0f252">PxActor</a>(<a class="code" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>(concreteType, baseFlags), userData(NULL) {}
<a name="l00375"></a><a class="code" href="classPxActor.html#1780362a59125a7d22619937b2d7a511">00375</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxActor.html#1780362a59125a7d22619937b2d7a511">PxActor</a>(<a class="code" href="classPxFlags.html">PxBaseFlags</a> baseFlags) : <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>(baseFlags) {}
<a name="l00376"></a><a class="code" href="classPxActor.html#d20c683780b093e7c9348b9e0fd8836d">00376</a> <span class="keyword">virtual</span> <a class="code" href="classPxActor.html#d20c683780b093e7c9348b9e0fd8836d">~PxActor</a>() {}
<a name="l00377"></a><a class="code" href="classPxActor.html#fe6ddb3480f61350f60496c2e903c5c7">00377</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxActor.html#fe6ddb3480f61350f60496c2e903c5c7" title="Returns whether a given type name matches with the type of this instance.">isKindOf</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* name)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> !::strcmp(<span class="stringliteral">"PxActor"</span>, name) || <a class="code" href="classPxBase.html#ae9d444c7cfd1715a101350a1b1226ef" title="Returns whether a given type name matches with the type of this instance.">PxBase::isKindOf</a>(name); }
<a name="l00378"></a>00378
<a name="l00379"></a>00379
<a name="l00380"></a>00380 };
<a name="l00381"></a>00381
<a name="l00382"></a>00382 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00383"></a>00383 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00384"></a>00384 <span class="preprocessor">#endif</span>
<a name="l00385"></a>00385 <span class="preprocessor"></span>
<a name="l00387"></a>00387 <span class="preprocessor">#endif</span>
</pre></div></div>
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