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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPhysXConfig.h Source File</title>
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<h1>PxPhysXConfig.h</h1><a href="PxPhysXConfig_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</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
<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="comment">// Exposing the ParticleSystem API. Run API meta data generation in Tools/PhysXMetaDataGenerator when changing.</span>
<a name="l00048"></a><a class="code" href="group__physics.html#g4bbe5f9e9d6c0dc6c9a030201bcc4bdd">00048</a> <span class="preprocessor">#define PX_USE_PARTICLE_SYSTEM_API 1</span>
<a name="l00049"></a>00049 <span class="preprocessor"></span>
<a name="l00050"></a>00050 <span class="comment">// Exposing of the Cloth API. Run API meta data generation in Tools/PhysXMetaDataGenerator when changing.</span>
<a name="l00051"></a><a class="code" href="group__physics.html#gd61cd3c12ce8e68a6eb95e351f6e175c">00051</a> <span class="preprocessor">#define PX_USE_CLOTH_API 1</span>
<a name="l00052"></a>00052 <span class="preprocessor"></span>
<a name="l00053"></a>00053 <span class="keyword">class </span><a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>;
<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>;
<a name="l00055"></a>00055
<a name="l00056"></a>00056 <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="l00057"></a>00057 <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="l00058"></a>00058 <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="l00059"></a>00059 <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="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>;
<a name="l00061"></a>00061 <span class="keyword">class </span>PxConstraintDesc;
<a name="l00062"></a>00062
<a name="l00063"></a>00063 <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="l00064"></a>00064 <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="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="classPxArticulationJoint.html" title="a joint between two links in an articulation.">PxArticulationJoint</a>;
<a name="l00066"></a>00066
<a name="l00067"></a>00067 <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="l00068"></a>00068 <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="l00069"></a>00069 <span class="keyword">class </span><a class="code" href="classPxParticleReadData.html" title="Data layout descriptor for reading particle data from the SDK. (deprecated).">PxParticleReadData</a>;
<a name="l00070"></a>00070 <span class="keyword">class </span><a class="code" href="classPxParticleFluidReadData.html" title="Data layout descriptor for reading fluid particle data from the SDK. (deprecated)...">PxParticleFluidReadData</a>;
<a name="l00071"></a>00071
<a name="l00072"></a>00072 <span class="keyword">class </span><a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>;
<a name="l00073"></a>00073 <span class="keyword">class </span><a class="code" href="classPxCloth.html" title="Set of connected particles tailored towards simulating character cloth.">PxCloth</a>;
<a name="l00074"></a>00074 <span class="keyword">class </span>PxClothParticleData;
<a name="l00075"></a>00075
<a name="l00076"></a>00076
<a name="l00077"></a>00077 <span class="keyword">class </span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>;
<a name="l00078"></a>00078
<a name="l00079"></a>00079 <span class="keyword">class </span><a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>;
<a name="l00080"></a>00080 <span class="keyword">class </span><a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>;
<a name="l00081"></a>00081 <span class="keyword">class </span><a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>;
<a name="l00082"></a>00082
<a name="l00083"></a>00083 <span class="keyword">class </span><a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>;
<a name="l00084"></a>00084
<a name="l00085"></a>00085 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00086"></a>00086 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00087"></a>00087 <span class="preprocessor">#endif</span>
<a name="l00088"></a>00088 <span class="preprocessor"></span>
<a name="l00090"></a>00090 <span class="preprocessor">#endif</span>
</pre></div></div>
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