1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxAggregate.h Source File</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
</head>
<body bgcolor="#FFFFFF">
<div id="header">
<hr class="first">
<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
<center>
<a class="qindex" href="main.html">Main Page</a>
<a class="qindex" href="hierarchy.html">Class Hierarchy</a>
<a class="qindex" href="annotated.html">Compound List</a>
<a class="qindex" href="functions.html">Compound Members</a>
</center>
<hr class="second">
</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxAggregate.h</h1><a href="PxAggregate_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_AGGREGATE</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_AGGREGATE</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="PxBase_8h.html">common/PxBase.h</a>"</span>
<a name="l00040"></a>00040
<a name="l00041"></a>00041
<a name="l00042"></a>00042 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00043"></a>00043 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00044"></a>00044 {
<a name="l00045"></a>00045 <span class="preprocessor">#endif</span>
<a name="l00046"></a>00046 <span class="preprocessor"></span>
<a name="l00047"></a>00047 <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>;
<a name="l00048"></a>00048
<a name="l00069"></a><a class="code" href="classPxAggregate.html">00069</a> <span class="keyword">class </span><a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</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="l00070"></a>00070 {
<a name="l00071"></a>00071 <span class="keyword">public</span>:
<a name="l00072"></a>00072
<a name="l00081"></a>00081 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
<a name="l00082"></a>00082
<a name="l00097"></a>00097 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> addActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>& actor) = 0;
<a name="l00098"></a>00098
<a name="l00110"></a>00110 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeActor(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>& actor) = 0;
<a name="l00111"></a>00111
<a name="l00126"></a>00126 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> addArticulation(<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>& articulation) = 0;
<a name="l00127"></a>00127
<a name="l00139"></a>00139 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeArticulation(<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>& articulation) = 0;
<a name="l00140"></a>00140
<a name="l00150"></a>00150 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbActors() <span class="keyword">const</span> = 0;
<a name="l00151"></a>00151
<a name="l00159"></a>00159 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbActors() <span class="keyword">const</span> = 0;
<a name="l00160"></a>00160
<a name="l00173"></a>00173 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getActors(<a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex=0) <span class="keyword">const</span> = 0;
<a name="l00174"></a>00174
<a name="l00182"></a>00182 <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() = 0;
<a name="l00183"></a>00183
<a name="l00189"></a>00189 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getSelfCollision() <span class="keyword">const</span> = 0;
<a name="l00190"></a>00190
<a name="l00191"></a><a class="code" href="classPxAggregate.html#d93b769087546b1a96ba0302b6b52cd7">00191</a> <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="classPxAggregate.html#d93b769087546b1a96ba0302b6b52cd7" title="Returns string name of dynamic type.">getConcreteTypeName</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> <span class="stringliteral">"PxAggregate"</span>; }
<a name="l00192"></a>00192
<a name="l00193"></a>00193 <span class="keyword">protected</span>:
<a name="l00194"></a><a class="code" href="classPxAggregate.html#5a056899bfb00d7165bd04bcb6e0dc52">00194</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxAggregate.html#5a056899bfb00d7165bd04bcb6e0dc52">PxAggregate</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) {}
<a name="l00195"></a><a class="code" href="classPxAggregate.html#b837e81a00421796a5a7f1f0a3551fe0">00195</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxAggregate.html#b837e81a00421796a5a7f1f0a3551fe0">PxAggregate</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="l00196"></a><a class="code" href="classPxAggregate.html#3eff872c05654d1bea567c091cbee916">00196</a> <span class="keyword">virtual</span> <a class="code" href="classPxAggregate.html#3eff872c05654d1bea567c091cbee916">~PxAggregate</a>() {}
<a name="l00197"></a><a class="code" href="classPxAggregate.html#1e0c26f3a6785c99802e6ef8dd9f7625">00197</a> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="classPxAggregate.html#1e0c26f3a6785c99802e6ef8dd9f7625" 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">"PxAggregate"</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="l00198"></a>00198 };
<a name="l00199"></a>00199
<a name="l00200"></a>00200 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00201"></a>00201 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00202"></a>00202 <span class="preprocessor">#endif</span>
<a name="l00203"></a>00203 <span class="preprocessor"></span>
<a name="l00205"></a>00205 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>
|