aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxPhysics_8h-source.html
blob: 7f4566ea4c298a2378e58c2a0ec72c3fe8ec09fc (plain) (blame)
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
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPhysics.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> &nbsp; 
				<a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; 
				<a class="qindex" href="annotated.html">Compound List</a> &nbsp; 
				<a class="qindex" href="functions.html">Compound Members</a> &nbsp;  
			</center>
			<hr class="second">
		</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxPhysics.h</h1><a href="PxPhysics_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_PHYSICS</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_PHYSICS</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00034"></a>00034 
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxDeletionListener_8h.html">PxDeletionListener.h</a>"</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxTransform_8h.html">foundation/PxTransform.h</a>"</span>
<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxShape_8h.html">PxShape.h</a>"</span>
<a name="l00043"></a>00043 
<a name="l00044"></a>00044 
<a name="l00045"></a>00045 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="preprocessor">#include "<a class="code" href="PxClothTypes_8h.html">cloth/PxClothTypes.h</a>"</span>
<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxClothFabric_8h.html">cloth/PxClothFabric.h</a>"</span>
<a name="l00048"></a>00048 <span class="preprocessor">#endif</span>
<a name="l00049"></a>00049 <span class="preprocessor"></span>
<a name="l00050"></a>00050 
<a name="l00051"></a>00051 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00052"></a>00052 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00053"></a>00053 {
<a name="l00054"></a>00054 <span class="preprocessor">#endif</span>
<a name="l00055"></a>00055 <span class="preprocessor"></span>
<a name="l00056"></a>00056 <span class="keyword">class </span><a class="code" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface...">PxPvd</a>;
<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="classPxPhysicsInsertionCallback.html" title="Callback interface that permits PxCooking to insert a TriangleMesh, HeightfieldMesh...">PxPhysicsInsertionCallback</a>;
<a name="l00058"></a>00058 
<a name="l00059"></a>00059 <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="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="classPxConstraintConnector.html" title="This class connects a custom constraint to the SDK.">PxConstraintConnector</a>;
<a name="l00061"></a>00061 <span class="keyword">struct </span><a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a>;
<a name="l00062"></a>00062 
<a name="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>;
<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="classPxFoundation.html" title="Foundation SDK singleton class.">PxFoundation</a>;
<a name="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="classPxSerializationRegistry.html" title="Class serving as a registry for XML (RepX) and binary serializable types.">PxSerializationRegistry</a>;
<a name="l00066"></a>00066 
<a name="l00067"></a>00067 <span class="keyword">class </span><a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>;
<a name="l00068"></a>00068 
<a name="l00079"></a><a class="code" href="classPxPhysics.html">00079</a> <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="l00080"></a>00080 {
<a name="l00081"></a>00081 <span class="keyword">public</span>:
<a name="l00082"></a>00082 
<a name="l00086"></a>00086     
<a name="l00087"></a>00087     
<a name="l00088"></a>00088 
<a name="l00089"></a><a class="code" href="classPxPhysics.html#5d2cea62dd20865d8c13b8d07bd6fb60">00089</a>     <span class="keyword">virtual</span> <a class="code" href="classPxPhysics.html#5d2cea62dd20865d8c13b8d07bd6fb60">~PxPhysics</a>() {}
<a name="l00090"></a>00090     
<a name="l00091"></a>00091     
<a name="l00110"></a>00110     <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
<a name="l00111"></a>00111 
<a name="l00116"></a>00116     <span class="keyword">virtual</span> <a class="code" href="classPxFoundation.html" title="Foundation SDK singleton class.">PxFoundation</a>&amp;       getFoundation() = 0;
<a name="l00117"></a>00117         
<a name="l00127"></a>00127     <span class="keyword">virtual</span> <a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>*        createAggregate(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxSize, <span class="keywordtype">bool</span> enableSelfCollision)    = 0;
<a name="l00128"></a>00128 
<a name="l00133"></a>00133     <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are...">PxTolerancesScale</a>&amp;        getTolerancesScale() <span class="keyword">const</span> = 0;
<a name="l00134"></a>00134 
<a name="l00135"></a>00135     
<a name="l00137"></a>00137 
<a name="l00140"></a>00140 
<a name="l00151"></a>00151     <span class="keyword">virtual</span> <a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &amp;#39;polygon soup&amp;#39;.">PxTriangleMesh</a>*    createTriangleMesh(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>&amp; stream) = 0;
<a name="l00152"></a>00152     
<a name="l00153"></a>00153 
<a name="l00154"></a>00154 
<a name="l00162"></a>00162     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbTriangleMeshes() <span class="keyword">const</span> = 0;
<a name="l00163"></a>00163 
<a name="l00178"></a>00178     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getTriangleMeshes(<a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &amp;#39;polygon soup&amp;#39;.">PxTriangleMesh</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="l00179"></a>00179 
<a name="l00190"></a>00190     <span class="keyword">virtual</span> <a class="code" href="classPxHeightField.html" title="A height field class.">PxHeightField</a>*      createHeightField(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>&amp; stream) = 0;
<a name="l00191"></a>00191 
<a name="l00199"></a>00199     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbHeightFields() <span class="keyword">const</span> = 0;
<a name="l00200"></a>00200 
<a name="l00215"></a>00215     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getHeightFields(<a class="code" href="classPxHeightField.html" title="A height field class.">PxHeightField</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="l00216"></a>00216 
<a name="l00227"></a>00227     <span class="keyword">virtual</span> <a class="code" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</a>*       createConvexMesh(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a> &amp;stream)                 = 0;
<a name="l00228"></a>00228 
<a name="l00236"></a>00236     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbConvexMeshes() <span class="keyword">const</span> = 0;
<a name="l00237"></a>00237 
<a name="l00252"></a>00252     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getConvexMeshes(<a class="code" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</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="l00253"></a>00253 
<a name="l00254"></a>00254 
<a name="l00255"></a>00255 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
<a name="l00256"></a>00256 <span class="preprocessor"></span>
<a name="l00268"></a>00268     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>*    createClothFabric(<a class="code" href="classPxInputStream.html" title="Input stream class for I/O.">PxInputStream</a>&amp; stream) = 0;
<a name="l00269"></a>00269 
<a name="l00284"></a>00284     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>*    createClothFabric(<span class="keyword">const</span> <a class="code" href="classPxClothFabricDesc.html" title="References all the data required to create a fabric.">PxClothFabricDesc</a>&amp; desc) = 0;
<a name="l00285"></a>00285 
<a name="l00295"></a>00295     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbClothFabrics() <span class="keyword">const</span> = 0;
<a name="l00296"></a>00296 
<a name="l00312"></a>00312     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span>   <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>   getClothFabrics(<a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>** userBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> bufferSize) <span class="keyword">const</span> = 0;
<a name="l00313"></a>00313 <span class="preprocessor">#endif</span>
<a name="l00314"></a>00314 <span class="preprocessor"></span>
<a name="l00316"></a>00316 
<a name="l00319"></a>00319 
<a name="l00331"></a>00331     <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>*            createScene(<span class="keyword">const</span> <a class="code" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>&amp; sceneDesc) = 0;
<a name="l00332"></a>00332 
<a name="l00340"></a>00340     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbScenes()           <span class="keyword">const</span>   = 0;
<a name="l00341"></a>00341 
<a name="l00356"></a>00356     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getScenes(<a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</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="l00357"></a>00357     
<a name="l00359"></a>00359 
<a name="l00362"></a>00362 
<a name="l00372"></a>00372     <span class="keyword">virtual</span> <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>*      createRigidStatic(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>&amp; pose) = 0;
<a name="l00373"></a>00373 
<a name="l00374"></a>00374 
<a name="l00375"></a>00375 
<a name="l00385"></a>00385     <span class="keyword">virtual</span> <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>*      createRigidDynamic(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>&amp; pose) = 0;
<a name="l00386"></a>00386 
<a name="l00387"></a>00387 
<a name="l00388"></a>00388 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
<a name="l00389"></a>00389 <span class="preprocessor"></span>
<a name="l00400"></a>00400     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleSystem.html" title="The particle system class represents the main module for particle based simulation...">PxParticleSystem</a>* createParticleSystem(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <span class="keywordtype">bool</span> perParticleRestOffset = <span class="keyword">false</span>) = 0;
<a name="l00401"></a>00401 
<a name="l00413"></a>00413     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxParticleFluid.html" title="The particle fluid class represents the main module for particle based fluid simulation...">PxParticleFluid</a>*  createParticleFluid(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxParticles, <span class="keywordtype">bool</span> perParticleRestOffset = <span class="keyword">false</span>) = 0;
<a name="l00414"></a>00414 <span class="preprocessor">#endif</span>
<a name="l00415"></a>00415 <span class="preprocessor"></span>
<a name="l00416"></a>00416 
<a name="l00417"></a>00417 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
<a name="l00418"></a>00418 <span class="preprocessor"></span>
<a name="l00431"></a>00431     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="classPxCloth.html" title="Set of connected particles tailored towards simulating character cloth.">PxCloth</a>*  createCloth(<span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>&amp; globalPose, <a class="code" href="classPxClothFabric.html" title="A cloth fabric is a structure that contains all the internal solver constraints of...">PxClothFabric</a>&amp; fabric, <span class="keyword">const</span> <a class="code" href="structPxClothParticle.html" title="Per particle data for cloth.">PxClothParticle</a>* particles, <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxClothFlags</a> flags) = 0;
<a name="l00432"></a>00432 <span class="preprocessor">#endif</span>
<a name="l00433"></a>00433 <span class="preprocessor"></span>
<a name="l00447"></a>00447     <span class="keyword">virtual</span> <a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>* createPruningStructure(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>*<span class="keyword">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors)  = 0;
<a name="l00448"></a>00448     
<a name="l00450"></a>00450 
<a name="l00453"></a>00453     
<a name="l00454"></a>00454 
<a name="l00470"></a><a class="code" href="classPxPhysics.html#bc564607f208cbc1944880172a3d62fe">00470</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>*    createShape(    <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, 
<a name="l00471"></a>00471                                                 <span class="keyword">const</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>&amp; material, 
<a name="l00472"></a>00472                                                 <span class="keywordtype">bool</span> isExclusive = <span class="keyword">false</span>, 
<a name="l00473"></a>00473                                                 <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>)
<a name="l00474"></a>00474     {
<a name="l00475"></a>00475         <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>* materialPtr = <span class="keyword">const_cast&lt;</span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">&gt;</span>(&amp;material);
<a name="l00476"></a>00476         <span class="keywordflow">return</span> createShape(geometry, &amp;materialPtr, 1, isExclusive, shapeFlags);
<a name="l00477"></a>00477     }
<a name="l00478"></a>00478 
<a name="l00479"></a>00479 
<a name="l00496"></a>00496     <span class="keyword">virtual</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>*            createShape(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, 
<a name="l00497"></a>00497                                             <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">const</span> * materials, 
<a name="l00498"></a>00498                                             <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> materialCount, 
<a name="l00499"></a>00499                                             <span class="keywordtype">bool</span> isExclusive = <span class="keyword">false</span>,
<a name="l00500"></a>00500                                             <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>) = 0;
<a name="l00501"></a>00501 
<a name="l00502"></a>00502 
<a name="l00510"></a>00510     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbShapes() <span class="keyword">const</span> = 0;
<a name="l00511"></a>00511 
<a name="l00526"></a>00526     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getShapes(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</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="l00527"></a>00527 
<a name="l00529"></a>00529 
<a name="l00532"></a>00532 
<a name="l00533"></a>00533 
<a name="l00550"></a>00550     <span class="keyword">virtual</span> <a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>*      createConstraint(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor0, <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor1, <a class="code" href="classPxConstraintConnector.html" title="This class connects a custom constraint to the SDK.">PxConstraintConnector</a>&amp; connector, <span class="keyword">const</span> <a class="code" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a>&amp; shaders, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dataSize)       = 0;
<a name="l00551"></a>00551 
<a name="l00552"></a>00552 
<a name="l00560"></a>00560     <span class="keyword">virtual</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>*      createArticulation() = 0;
<a name="l00561"></a>00561 
<a name="l00563"></a>00563 
<a name="l00566"></a>00566 
<a name="l00567"></a>00567 
<a name="l00579"></a>00579     <span class="keyword">virtual</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*        createMaterial(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> staticFriction, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> dynamicFriction, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> restitution)        = 0;
<a name="l00580"></a>00580 
<a name="l00581"></a>00581 
<a name="l00589"></a>00589     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getNbMaterials() <span class="keyword">const</span> = 0;
<a name="l00590"></a>00590 
<a name="l00605"></a>00605     <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>               getMaterials(<a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</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="l00606"></a>00606 
<a name="l00608"></a>00608 
<a name="l00611"></a>00611 
<a name="l00627"></a>00627     <span class="keyword">virtual</span> <span class="keywordtype">void</span> registerDeletionListener(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>&amp; observer, <span class="keyword">const</span> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxDeletionEventFlags</a>&amp; deletionEvents, <span class="keywordtype">bool</span> restrictedObjectSet = <span class="keyword">false</span>) = 0;
<a name="l00628"></a>00628 
<a name="l00638"></a>00638     <span class="keyword">virtual</span> <span class="keywordtype">void</span> unregisterDeletionListener(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>&amp; observer) = 0;
<a name="l00639"></a>00639 
<a name="l00655"></a>00655     <span class="keyword">virtual</span> <span class="keywordtype">void</span> registerDeletionListenerObjects(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>&amp; observer, <span class="keyword">const</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>* <span class="keyword">const</span>* observables, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> observableCount) = 0;
<a name="l00656"></a>00656 
<a name="l00672"></a>00672     <span class="keyword">virtual</span> <span class="keywordtype">void</span> unregisterDeletionListenerObjects(<a class="code" href="classPxDeletionListener.html" title="interface to get notification on object deletion">PxDeletionListener</a>&amp; observer, <span class="keyword">const</span> <a class="code" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a>* <span class="keyword">const</span>* observables, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> observableCount) = 0;
<a name="l00673"></a>00673 
<a name="l00682"></a>00682     <span class="keyword">virtual</span> <a class="code" href="classPxPhysicsInsertionCallback.html" title="Callback interface that permits PxCooking to insert a TriangleMesh, HeightfieldMesh...">PxPhysicsInsertionCallback</a>&amp; getPhysicsInsertionCallback() = 0;
<a name="l00683"></a>00683 
<a name="l00685"></a>00685 };
<a name="l00686"></a>00686 
<a name="l00687"></a>00687 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00688"></a>00688 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00689"></a>00689 <span class="preprocessor">#endif</span>
<a name="l00690"></a>00690 <span class="preprocessor"></span>
<a name="l00698"></a>00698 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g92144d0904f8a696f85737c576b88d9f" title="Enables the usage of the articulations feature. This function is called automatically...">PxRegisterArticulations</a>(physx::PxPhysics&amp; physics);
<a name="l00699"></a>00699 
<a name="l00717"></a>00717 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(physx::PxPhysics&amp; physics);
<a name="l00718"></a>00718 
<a name="l00731"></a>00731 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g3a556a2d568cf1f36726d099bb21abd4" title="Enables the usage of the legacy heightfield feature.">PxRegisterLegacyHeightFields</a>(physx::PxPhysics&amp; physics);
<a name="l00732"></a>00732 
<a name="l00740"></a><a class="code" href="group__physics.html#g6adbba7aad2d451e684110269dddd720">00740</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g6adbba7aad2d451e684110269dddd720" title="Enables the usage of the unified heightfield feature.">PxRegisterUnifiedHeightFields</a>(physx::PxPhysics&amp; physics)
<a name="l00741"></a>00741 {
<a name="l00742"></a>00742     <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(physics);
<a name="l00743"></a>00743 }
<a name="l00744"></a>00744 
<a name="l00745"></a>00745 
<a name="l00755"></a>00755 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#ge2faa96309a4fb0cbfcd512d2431fc82" title="Enables the usage of the cloth feature. This function is called automatically inside...">PxRegisterCloth</a>(physx::PxPhysics&amp; physics);
<a name="l00756"></a>00756 
<a name="l00766"></a>00766 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> <span class="keywordtype">void</span> PX_CALL_CONV <a class="code" href="group__physics.html#g197726c3bfa1abc6fbe43875c2483b38" title="Enables the usage of the particles feature. This function is called automatically...">PxRegisterParticles</a>(physx::PxPhysics&amp; physics);
<a name="l00767"></a>00767 
<a name="l00789"></a>00789 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> physx::PxPhysics* PX_CALL_CONV <a class="code" href="group__physics.html#gd63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered...">PxCreateBasePhysics</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> version,
<a name="l00790"></a>00790                                                                                  physx::PxFoundation&amp; foundation,
<a name="l00791"></a>00791                                                                                  <span class="keyword">const</span> physx::PxTolerancesScale&amp; scale,                                                                              
<a name="l00792"></a>00792                                                                                  <span class="keywordtype">bool</span> trackOutstandingAllocations = <span class="keyword">false</span>,
<a name="l00793"></a>00793                                                                                  physx::PxPvd* pvd = NULL);
<a name="l00794"></a>00794 
<a name="l00822"></a><a class="code" href="group__physics.html#g8039bfec65da68b2294a97175ddb2c66">00822</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> physx::PxPhysics* <a class="code" href="group__physics.html#g8039bfec65da68b2294a97175ddb2c66" title="Creates an instance of the physics SDK.">PxCreatePhysics</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> version,
<a name="l00823"></a>00823                                             physx::PxFoundation&amp; foundation,
<a name="l00824"></a>00824                                             <span class="keyword">const</span> physx::PxTolerancesScale&amp; scale,                                          
<a name="l00825"></a>00825                                             <span class="keywordtype">bool</span> trackOutstandingAllocations = <span class="keyword">false</span>,
<a name="l00826"></a>00826                                             physx::PxPvd* pvd = NULL )
<a name="l00827"></a>00827 {
<a name="l00828"></a>00828     physx::PxPhysics* physics = <a class="code" href="group__physics.html#gd63c429157f9c8c87fcd0ea2f9b79f66" title="Creates an instance of the physics SDK with minimal additional components registered...">PxCreateBasePhysics</a>(version, foundation, scale, trackOutstandingAllocations, pvd);
<a name="l00829"></a>00829     <span class="keywordflow">if</span>(!physics)
<a name="l00830"></a>00830         <span class="keywordflow">return</span> NULL;
<a name="l00831"></a>00831 
<a name="l00832"></a>00832     <a class="code" href="group__physics.html#g92144d0904f8a696f85737c576b88d9f" title="Enables the usage of the articulations feature. This function is called automatically...">PxRegisterArticulations</a>(*physics);
<a name="l00833"></a>00833     <a class="code" href="group__physics.html#ge3a84455caaa6a7de67513ea29a315e1" title="Enables the usage of the heightfield feature.">PxRegisterHeightFields</a>(*physics);
<a name="l00834"></a>00834     <a class="code" href="group__physics.html#ge2faa96309a4fb0cbfcd512d2431fc82" title="Enables the usage of the cloth feature. This function is called automatically inside...">PxRegisterCloth</a>(*physics);
<a name="l00835"></a>00835     <a class="code" href="group__physics.html#g197726c3bfa1abc6fbe43875c2483b38" title="Enables the usage of the particles feature. This function is called automatically...">PxRegisterParticles</a>(*physics);
<a name="l00836"></a>00836 
<a name="l00837"></a>00837     <span class="keywordflow">return</span> physics;
<a name="l00838"></a>00838 }
<a name="l00839"></a>00839 
<a name="l00847"></a>00847 <a class="code" href="Pxc_8h.html#ea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> <a class="code" href="group__common.html#g4636d12a5a01930fa258136f3f93366f">PX_PHYSX_CORE_API</a> physx::PxPhysics&amp; PX_CALL_CONV <a class="code" href="group__physics.html#g824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created.">PxGetPhysics</a>();
<a name="l00848"></a>00848 
<a name="l00850"></a>00850 <span class="preprocessor">#endif</span>
</pre></div></div>

<hr style="width: 100%; height: 2px;"><br>
Copyright &copy; 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>