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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxScene.h Source File</title>
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<h1>PxScene.h</h1><a href="PxScene_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_SCENE</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENE</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxVisualizationParameter_8h.html">PxVisualizationParameter.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxSceneDesc_8h.html">PxSceneDesc.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxSimulationStatistics_8h.html">PxSimulationStatistics.h</a>"</span>
<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxQueryReport_8h.html">PxQueryReport.h</a>"</span>
<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxQueryFiltering_8h.html">PxQueryFiltering.h</a>"</span>
<a name="l00042"></a>00042 <span class="preprocessor">#include "<a class="code" href="PxClient_8h.html">PxClient.h</a>"</span>
<a name="l00043"></a>00043 <span class="preprocessor">#include "<a class="code" href="PxTask_8h.html">task/PxTask.h</a>"</span>
<a name="l00044"></a>00044
<a name="l00045"></a>00045 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
<a name="l00046"></a>00046 <span class="preprocessor"></span><span class="preprocessor">#include "<a class="code" href="PxParticleSystem_8h.html">particles/PxParticleSystem.h</a>"</span>
<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxParticleFluid_8h.html">particles/PxParticleFluid.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 <span class="preprocessor">#include "<a class="code" href="PxPvdSceneClient_8h.html">pvd/PxPvdSceneClient.h</a>"</span>
<a name="l00051"></a>00051
<a name="l00052"></a>00052 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00054"></a>00054 {
<a name="l00055"></a>00055 <span class="preprocessor">#endif</span>
<a name="l00056"></a>00056 <span class="preprocessor"></span>
<a name="l00057"></a>00057 <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="l00058"></a>00058 <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="l00059"></a>00059 <span class="keyword">class </span><a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a>;
<a name="l00060"></a>00060 <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="l00061"></a>00061 <span class="keyword">class </span><a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>;
<a name="l00062"></a>00062 <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="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery.">PxBatchQueryDesc</a>;
<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a>;
<a name="l00065"></a>00065 <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="l00066"></a>00066 <span class="keyword">class </span><a class="code" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer.">PxRenderBuffer</a>;
<a name="l00067"></a>00067 <span class="keyword">class </span><a class="code" href="classPxVolumeCache.html" title="Volumetric cache for local collision geometry.">PxVolumeCache</a>;
<a name="l00068"></a>00068
<a name="l00069"></a>00069 <span class="keyword">class </span><a class="code" href="classPxSphereGeometry.html" title="A class representing the geometry of a sphere.">PxSphereGeometry</a>;
<a name="l00070"></a>00070 <span class="keyword">class </span><a class="code" href="classPxBoxGeometry.html" title="Class representing the geometry of a box.">PxBoxGeometry</a>;
<a name="l00071"></a>00071 <span class="keyword">class </span><a class="code" href="classPxCapsuleGeometry.html" title="Class representing the geometry of a capsule.">PxCapsuleGeometry</a>;
<a name="l00072"></a>00072
<a name="l00073"></a>00073 <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="l00074"></a><a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">00074</a> <span class="keyword">struct </span><a class="code" href="structPxContactPairHeader.html" title="An Instance of this class is passed to PxSimulationEventCallback.onContact().">PxContactPairHeader</a>;
<a name="l00075"></a>00075
<a name="l00076"></a>00076 <span class="keyword">typedef</span> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>;
<a name="l00077"></a>00077
<a name="l00078"></a>00078 <span class="keyword">class </span><a class="code" href="classPxPvdSceneClient.html" title="Special client for PxScene. It provides access to the PxPvdSceneFlag. It also provides...">PxPvdSceneClient</a>;
<a name="l00079"></a>00079
<a name="l00086"></a><a class="code" href="structPxActiveTransform.html">00086</a> <span class="keyword">struct </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="structPxActiveTransform.html" title="Data struct for use with Active Transform Notification. Used with PxScene::getActiveTransforms()...">PxActiveTransform</a>
<a name="l00087"></a>00087 {
<a name="l00088"></a><a class="code" href="structPxActiveTransform.html#a05177c4a96060758ec53b6a2ed48ae8">00088</a> <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>* actor;
<a name="l00089"></a><a class="code" href="structPxActiveTransform.html#63cf0da96e5de03e9358edc65554c410">00089</a> <span class="keywordtype">void</span>* userData;
<a name="l00090"></a><a class="code" href="structPxActiveTransform.html#95ab639e3090654902b9c1209d01b292">00090</a> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> actor2World;
<a name="l00091"></a>00091 };
<a name="l00092"></a>00092
<a name="l00101"></a><a class="code" href="structPxDominanceGroupPair.html">00101</a> <span class="keyword">struct </span><a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>
<a name="l00102"></a>00102 {
<a name="l00103"></a><a class="code" href="structPxDominanceGroupPair.html#395d82a00772ffb5ea3b8ad10b510f94">00103</a> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>(<a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> a, <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> b)
<a name="l00104"></a>00104 : dominance0(a), dominance1(b) {}
<a name="l00105"></a><a class="code" href="structPxDominanceGroupPair.html#ca0435bf44309f7b432df322c32deb8a">00105</a> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> dominance0;
<a name="l00106"></a><a class="code" href="structPxDominanceGroupPair.html#5767359f402fbda972c3a44e5d86aa75">00106</a> <a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a> dominance1;
<a name="l00107"></a>00107 };
<a name="l00108"></a>00108
<a name="l00109"></a>00109
<a name="l00117"></a><a class="code" href="structPxActorTypeFlag.html">00117</a> <span class="keyword">struct </span><a class="code" href="structPxActorTypeFlag.html" title="Identifies each type of actor for retrieving actors from a scene.">PxActorTypeFlag</a>
<a name="l00118"></a>00118 {
<a name="l00119"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">00119</a> <span class="keyword">enum</span> <a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">Enum</a>
<a name="l00120"></a>00120 {
<a name="l00125"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae465c1babc829fb5bc437f90ecec14d7fc">00125</a> eRIGID_STATIC = (1 << 0),
<a name="l00126"></a>00126
<a name="l00131"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4a24d95f1654290038bb3b1767ff5a1ad">00131</a> eRIGID_DYNAMIC = (1 << 1),
<a name="l00132"></a>00132
<a name="l00133"></a>00133 <span class="preprocessor">#if PX_USE_PARTICLE_SYSTEM_API</span>
<a name="l00134"></a>00134 <span class="preprocessor"></span>
<a name="l00139"></a><a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae493d8edbf915ba8791a8c5df5895e3e4f">00139</a> ePARTICLE_SYSTEM <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> = (1 << 2),
<a name="l00140"></a>00140
<a name="l00146"></a>00146 ePARTICLE_FLUID PX_DEPRECATED = (1 << 3),
<a name="l00147"></a>00147 <span class="preprocessor">#endif</span>
<a name="l00148"></a>00148 <span class="preprocessor"></span>
<a name="l00149"></a>00149 <span class="preprocessor">#if PX_USE_CLOTH_API</span>
<a name="l00150"></a>00150 <span class="preprocessor"></span>
<a name="l00155"></a>00155 eCLOTH PX_DEPRECATED = (1 << 5)
<a name="l00156"></a>00156 #endif
<a name="l00157"></a>00157 };
<a name="l00158"></a>00158 };
<a name="l00159"></a>00159
<a name="l00165"></a><a class="code" href="group__physics.html#ge76639de8e4ab9d5e155f72b394812d2">00165</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<PxActorTypeFlag::Enum,PxU16></a> <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a>;
<a name="l00166"></a>00166 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxActorTypeFlag.html#62171a3f7d2dfa4b4b87285afdf6bae4">PxActorTypeFlag::Enum</a>,<a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>)
<a name="l00167"></a>00167
<a name="l00168"></a>00168
<a name="l00186"></a><a class="code" href="structPxQueryCache.html">00186</a> struct <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>
<a name="l00187"></a>00187 {
<a name="l00191"></a><a class="code" href="structPxQueryCache.html#810ecb74536e940be1719d60aedfd3cd">00191</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxQueryCache.html#810ecb74536e940be1719d60aedfd3cd" title="constructor sets to default">PxQueryCache</a>() : shape(NULL), actor(NULL), faceIndex(0xffffffff) {}
<a name="l00192"></a>00192
<a name="l00196"></a><a class="code" href="structPxQueryCache.html#ec86c57516de749a1e2b658a8cb5e5bd">00196</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxQueryCache.html#ec86c57516de749a1e2b658a8cb5e5bd" title="constructor to set properties">PxQueryCache</a>(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* s, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> findex) : shape(s), actor(NULL), faceIndex(findex) {}
<a name="l00197"></a>00197
<a name="l00198"></a><a class="code" href="structPxQueryCache.html#8104d15f64ccdecf8f4d31c9bb5af409">00198</a> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* shape;
<a name="l00199"></a><a class="code" href="structPxQueryCache.html#83f3c62b437087d7fab306d003f383a7">00199</a> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor;
<a name="l00200"></a><a class="code" href="structPxQueryCache.html#5d0d3a21b50e766b90c903145592cc7c">00200</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> faceIndex;
<a name="l00201"></a>00201 };
<a name="l00202"></a>00202
<a name="l00212"></a><a class="code" href="classPxScene.html">00212</a> <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="l00213"></a>00213 {
<a name="l00214"></a>00214 <span class="keyword">protected</span>:
<a name="l00215"></a>00215
<a name="l00216"></a>00216 <span class="comment">/************************************************************************************************/</span>
<a name="l00217"></a>00217
<a name="l00221"></a>00221
<a name="l00222"></a><a class="code" href="classPxScene.html#37b5f1aed7edbae16640e0555d9271ae">00222</a> <a class="code" href="classPxScene.html#37b5f1aed7edbae16640e0555d9271ae">PxScene</a>(): userData(0) {}
<a name="l00223"></a><a class="code" href="classPxScene.html#ba2cd20df65cecbc62a08415f9a8a4b8">00223</a> <span class="keyword">virtual</span> <a class="code" href="classPxScene.html#ba2cd20df65cecbc62a08415f9a8a4b8">~PxScene</a>() {}
<a name="l00224"></a>00224
<a name="l00225"></a>00225 <span class="keyword">public</span>:
<a name="l00226"></a>00226
<a name="l00238"></a>00238 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0;
<a name="l00239"></a>00239
<a name="l00247"></a>00247 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFlag(<a class="code" href="structPxSceneFlag.html#b4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a> flag, <span class="keywordtype">bool</span> value) = 0;
<a name="l00248"></a>00248
<a name="l00256"></a>00256 <span class="keyword">virtual</span> <a class="code" href="classPxFlags.html">PxSceneFlags</a> getFlags() <span class="keyword">const</span> = 0;
<a name="l00257"></a>00257
<a name="l00258"></a>00258
<a name="l00269"></a>00269 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setLimits(<span class="keyword">const</span> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a>& limits) = 0;
<a name="l00270"></a>00270
<a name="l00276"></a>00276 <span class="keyword">virtual</span> <a class="code" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits...">PxSceneLimits</a> getLimits() <span class="keyword">const</span> = 0;
<a name="l00277"></a>00277
<a name="l00278"></a>00278
<a name="l00286"></a>00286 <span class="keyword">virtual</span> <a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& getPhysics() = 0;
<a name="l00287"></a>00287
<a name="l00293"></a>00293 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getTimestamp() <span class="keyword">const</span> = 0;
<a name="l00294"></a>00294
<a name="l00295"></a>00295
<a name="l00297"></a>00297 <span class="comment">/************************************************************************************************/</span>
<a name="l00298"></a>00298
<a name="l00311"></a>00311 <span class="keyword">virtual</span> <span class="keywordtype">void</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="l00312"></a>00312
<a name="l00325"></a>00325 <span class="keyword">virtual</span> <span class="keywordtype">void</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, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
<a name="l00326"></a>00326
<a name="l00342"></a>00342 <span class="keyword">virtual</span> <span class="keywordtype">void</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="l00343"></a>00343
<a name="l00362"></a>00362 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addActors(<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">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors) = 0;
<a name="l00363"></a>00363
<a name="l00382"></a>00382 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addActors(<span class="keyword">const</span> <a class="code" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors...">PxPruningStructure</a>& pruningStructure) = 0;
<a name="l00383"></a>00383
<a name="l00400"></a>00400 <span class="keyword">virtual</span> <span class="keywordtype">void</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, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
<a name="l00401"></a>00401
<a name="l00417"></a>00417 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeActors(<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">const</span>* actors, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbActors, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
<a name="l00418"></a>00418
<a name="l00431"></a>00431 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addAggregate(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>& aggregate) = 0;
<a name="l00432"></a>00432
<a name="l00445"></a>00445 <span class="keyword">virtual</span> <span class="keywordtype">void</span> removeAggregate(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>& aggregate, <span class="keywordtype">bool</span> wakeOnLostTouch = <span class="keyword">true</span>) = 0;
<a name="l00446"></a>00446
<a name="l00459"></a>00459 <span class="keyword">virtual</span> <span class="keywordtype">void</span> addCollection(<span class="keyword">const</span> <a class="code" href="classPxCollection.html" title="Collection class for serialization.">PxCollection</a>& collection) = 0;
<a name="l00461"></a>00461 <span class="comment">/************************************************************************************************/</span>
<a name="l00462"></a>00462
<a name="l00466"></a>00466
<a name="l00475"></a>00475 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbActors(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a> types) <span class="keyword">const</span> = 0;
<a name="l00476"></a>00476
<a name="l00488"></a>00488 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getActors(<a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxActorTypeFlags</a> types, <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="l00489"></a>00489
<a name="l00506"></a>00506 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="structPxActiveTransform.html" title="Data struct for use with Active Transform Notification. Used with PxScene::getActiveTransforms()...">PxActiveTransform</a>*
<a name="l00507"></a>00507 getActiveTransforms(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& nbTransformsOut, <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
<a name="l00508"></a>00508
<a name="l00509"></a>00509
<a name="l00528"></a>00528 <span class="keyword">virtual</span> <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>** getActiveActors(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& nbActorsOut, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
<a name="l00529"></a>00529
<a name="l00537"></a>00537 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbArticulations() <span class="keyword">const</span> = 0;
<a name="l00538"></a>00538
<a name="l00549"></a>00549 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getArticulations(<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>** 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="l00550"></a>00550
<a name="l00558"></a>00558 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbConstraints() <span class="keyword">const</span> = 0;
<a name="l00559"></a>00559
<a name="l00570"></a>00570 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getConstraints(<a class="code" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</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="l00571"></a>00571
<a name="l00572"></a>00572
<a name="l00580"></a>00580 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbAggregates() <span class="keyword">const</span> = 0;
<a name="l00581"></a>00581
<a name="l00592"></a>00592 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getAggregates(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</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="l00593"></a>00593
<a name="l00595"></a>00595 <span class="comment">/************************************************************************************************/</span>
<a name="l00596"></a>00596
<a name="l00600"></a>00600
<a name="l00651"></a>00651 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDominanceGroupPair(
<a name="l00652"></a>00652 <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2, <span class="keyword">const</span> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a>& dominance) = 0;
<a name="l00653"></a>00653
<a name="l00659"></a>00659 <span class="keyword">virtual</span> <a class="code" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three...">PxDominanceGroupPair</a> getDominanceGroupPair(<a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="code" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2) <span class="keyword">const</span> = 0;
<a name="l00660"></a>00660
<a name="l00662"></a>00662 <span class="comment">/************************************************************************************************/</span>
<a name="l00663"></a>00663
<a name="l00667"></a>00667
<a name="l00673"></a>00673 <span class="keyword">virtual</span> PxCpuDispatcher* getCpuDispatcher() <span class="keyword">const</span> = 0;
<a name="l00674"></a>00674
<a name="l00682"></a>00682 <span class="keyword">virtual</span> PxGpuDispatcher* getGpuDispatcher() <span class="keyword">const</span> = 0;
<a name="l00683"></a>00683
<a name="l00685"></a>00685 <span class="comment">/************************************************************************************************/</span>
<a name="l00698"></a>00698 <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> createClient() = 0;
<a name="l00699"></a>00699
<a name="l00716"></a>00716 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClientBehaviorFlags(<a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client, <a class="code" href="PxClient_8h.html#295b321eb41489154df2d9dd381282d1" title="Bitfield that contains a set of raised flags defined in PxClientBehaviorFlag.">PxClientBehaviorFlags</a> clientBehaviorFlags) = 0;
<a name="l00717"></a>00717
<a name="l00725"></a>00725 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="PxClient_8h.html#295b321eb41489154df2d9dd381282d1" title="Bitfield that contains a set of raised flags defined in PxClientBehaviorFlag.">PxClientBehaviorFlags</a> getClientBehaviorFlags(<a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client) <span class="keyword">const</span> = 0;
<a name="l00727"></a>00727
<a name="l00728"></a>00728
<a name="l00729"></a>00729 <span class="preprocessor"> #if PX_USE_CLOTH_API</span>
<a name="l00730"></a>00730 <span class="preprocessor"></span>
<a name="l00731"></a>00731 <span class="comment">/************************************************************************************************/</span>
<a name="l00732"></a>00732
<a name="l00750"></a>00750 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionDistance(<a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> distance) = 0;
<a name="l00751"></a>00751
<a name="l00757"></a>00757 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> getClothInterCollisionDistance() <span class="keyword">const</span> = 0;
<a name="l00758"></a>00758
<a name="l00768"></a>00768 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionStiffness(<a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> stiffness) = 0;
<a name="l00774"></a>00774 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> getClothInterCollisionStiffness() <span class="keyword">const</span> = 0;
<a name="l00775"></a>00775
<a name="l00785"></a>00785 PX_DEPRECATED <span class="keyword">virtual</span> <span class="keywordtype">void</span> setClothInterCollisionNbIterations(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbIterations) = 0;
<a name="l00791"></a>00791 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getClothInterCollisionNbIterations() <span class="keyword">const</span> = 0;
<a name="l00793"></a>00793
<a name="l00794"></a>00794 <span class="preprocessor"> #endif // PX_USE_CLOTH_API</span>
<a name="l00795"></a>00795 <span class="preprocessor"></span>
<a name="l00796"></a>00796 <span class="comment">/************************************************************************************************/</span>
<a name="l00797"></a>00797
<a name="l00801"></a>00801
<a name="l00818"></a>00818 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSimulationEventCallback(<a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>* callback, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
<a name="l00819"></a>00819
<a name="l00830"></a>00830 <span class="keyword">virtual</span> <a class="code" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events...">PxSimulationEventCallback</a>*
<a name="l00831"></a>00831 getSimulationEventCallback(PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) <span class="keyword">const</span> = 0;
<a name="l00832"></a>00832
<a name="l00840"></a>00840 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setContactModifyCallback(<a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>* callback) = 0;
<a name="l00841"></a>00841
<a name="l00849"></a>00849 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setCCDContactModifyCallback(<a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>* callback) = 0;
<a name="l00850"></a>00850
<a name="l00858"></a>00858 <span class="keyword">virtual</span> <a class="code" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints...">PxContactModifyCallback</a>*
<a name="l00859"></a>00859 getContactModifyCallback() <span class="keyword">const</span> = 0;
<a name="l00860"></a>00860
<a name="l00868"></a>00868 <span class="keyword">virtual</span> <a class="code" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints...">PxCCDContactModifyCallback</a>*
<a name="l00869"></a>00869 getCCDContactModifyCallback() <span class="keyword">const</span> = 0;
<a name="l00870"></a>00870
<a name="l00887"></a>00887 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setBroadPhaseCallback(<a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* callback, PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) = 0;
<a name="l00888"></a>00888
<a name="l00900"></a>00900 <span class="keyword">virtual</span> <a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>* getBroadPhaseCallback(PX_DEPRECATED <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> client = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>) <span class="keyword">const</span> = 0;
<a name="l00901"></a>00901
<a name="l00903"></a>00903 <span class="comment">/************************************************************************************************/</span>
<a name="l00904"></a>00904
<a name="l00908"></a>00908
<a name="l00925"></a>00925 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFilterShaderData(<span class="keyword">const</span> <span class="keywordtype">void</span>* data, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dataSize) = 0;
<a name="l00926"></a>00926
<a name="l00936"></a>00936 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">void</span>* getFilterShaderData() <span class="keyword">const</span> = 0;
<a name="l00937"></a>00937
<a name="l00945"></a>00945 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getFilterShaderDataSize() <span class="keyword">const</span> = 0;
<a name="l00946"></a>00946
<a name="l00954"></a>00954 <span class="keyword">virtual</span> <a class="code" href="group__physics.html#g9db06e901a760fb02c06f27bf3e474b3" title="Filter shader to specify handling of collision pairs.">PxSimulationFilterShader</a>
<a name="l00955"></a>00955 getFilterShader() <span class="keyword">const</span> = 0;
<a name="l00956"></a>00956
<a name="l00964"></a>00964 <span class="keyword">virtual</span> <a class="code" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs.">PxSimulationFilterCallback</a>*
<a name="l00965"></a>00965 getFilterCallback() <span class="keyword">const</span> = 0;
<a name="l00966"></a>00966
<a name="l00996"></a>00996 <span class="keyword">virtual</span> <span class="keywordtype">void</span> resetFiltering(<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="l00997"></a>00997
<a name="l01012"></a>01012 <span class="keyword">virtual</span> <span class="keywordtype">void</span> resetFiltering(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor, <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>*<span class="keyword">const</span>* shapes, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> shapeCount) = 0;
<a name="l01013"></a>01013
<a name="l01015"></a>01015 <span class="comment">/************************************************************************************************/</span>
<a name="l01016"></a>01016
<a name="l01051"></a>01051 <span class="keyword">virtual</span> <span class="keywordtype">void</span> simulate(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> elapsedTime, <a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = NULL,
<a name="l01052"></a>01052 <span class="keywordtype">void</span>* scratchMemBlock = 0, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> scratchMemBlockSize = 0, <span class="keywordtype">bool</span> controlSimulation = <span class="keyword">true</span>) = 0;
<a name="l01053"></a>01053
<a name="l01054"></a>01054
<a name="l01065"></a>01065 <span class="keyword">virtual</span> <span class="keywordtype">void</span> advance(<a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = 0) = 0;
<a name="l01066"></a>01066
<a name="l01084"></a>01084 <span class="keyword">virtual</span> <span class="keywordtype">void</span> collide(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> elapsedTime, <a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = 0, <span class="keywordtype">void</span>* scratchMemBlock = 0,
<a name="l01085"></a>01085 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> scratchMemBlockSize = 0, <span class="keywordtype">bool</span> controlSimulation = <span class="keyword">true</span>) = 0;
<a name="l01086"></a>01086
<a name="l01098"></a>01098 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> checkResults(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
<a name="l01099"></a>01099
<a name="l01107"></a>01107 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchCollision(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
<a name="l01108"></a>01108
<a name="l01130"></a>01130 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchResults(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* errorState = 0) = 0;
<a name="l01131"></a>01131
<a name="l01132"></a>01132
<a name="l01148"></a>01148 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchResultsStart(<span class="keyword">const</span> <a class="code" href="structPxContactPairHeader.html" title="An Instance of this class is passed to PxSimulationEventCallback.onContact().">PxContactPairHeader</a>*& contactPairs, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>& nbContactPairs, <span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
<a name="l01149"></a>01149
<a name="l01150"></a>01150
<a name="l01159"></a>01159 <span class="keyword">virtual</span> <span class="keywordtype">void</span> processCallbacks(<a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* continuation) = 0;
<a name="l01160"></a>01160
<a name="l01161"></a>01161
<a name="l01173"></a>01173 <span class="keyword">virtual</span> <span class="keywordtype">void</span> fetchResultsFinish(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* errorState = 0) = 0;
<a name="l01174"></a>01174
<a name="l01175"></a>01175
<a name="l01186"></a>01186 <span class="keyword">virtual</span> <span class="keywordtype">void</span> flushSimulation(<span class="keywordtype">bool</span> sendPendingReports = <span class="keyword">false</span>) = 0;
<a name="l01187"></a>01187
<a name="l01197"></a>01197 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setGravity(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& vec) = 0;
<a name="l01198"></a>01198
<a name="l01206"></a>01206 <span class="keyword">virtual</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> getGravity() <span class="keyword">const</span> = 0;
<a name="l01207"></a>01207
<a name="l01213"></a>01213 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setBounceThresholdVelocity(<span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> t) = 0;
<a name="l01214"></a>01214
<a name="l01220"></a>01220 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getBounceThresholdVelocity() <span class="keyword">const</span> = 0;
<a name="l01221"></a>01221
<a name="l01222"></a>01222
<a name="l01231"></a>01231 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setCCDMaxPasses(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> ccdMaxPasses) = 0;
<a name="l01232"></a>01232
<a name="l01241"></a>01241 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getCCDMaxPasses() <span class="keyword">const</span> = 0;
<a name="l01242"></a>01242
<a name="l01248"></a>01248 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getFrictionOffsetThreshold() <span class="keyword">const</span> = 0;
<a name="l01249"></a>01249
<a name="l01254"></a>01254 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setFrictionType(<a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> frictionType) = 0;
<a name="l01255"></a>01255
<a name="l01260"></a>01260 <span class="keyword">virtual</span> <a class="code" href="structPxFrictionType.html#603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> getFrictionType() <span class="keyword">const</span> = 0;
<a name="l01261"></a>01261
<a name="l01263"></a>01263 <span class="comment">/************************************************************************************************/</span>
<a name="l01264"></a>01264
<a name="l01279"></a>01279 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> setVisualizationParameter(<a class="code" href="structPxVisualizationParameter.html#dce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> param, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> value) = 0;
<a name="l01280"></a>01280
<a name="l01289"></a>01289 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getVisualizationParameter(<a class="code" href="structPxVisualizationParameter.html#dce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> paramEnum) <span class="keyword">const</span> = 0;
<a name="l01290"></a>01290
<a name="l01291"></a>01291
<a name="l01298"></a>01298 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setVisualizationCullingBox(<span class="keyword">const</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a>& box) = 0;
<a name="l01299"></a>01299
<a name="l01306"></a>01306 <span class="keyword">virtual</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> getVisualizationCullingBox() <span class="keyword">const</span> = 0;
<a name="l01307"></a>01307
<a name="l01319"></a>01319 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer.">PxRenderBuffer</a>& getRenderBuffer() = 0;
<a name="l01320"></a>01320
<a name="l01330"></a>01330 <span class="keyword">virtual</span> <span class="keywordtype">void</span> getSimulationStatistics(<a class="code" href="classPxSimulationStatistics.html" title="Class used to retrieve statistics for a simulation step.">PxSimulationStatistics</a>& stats) <span class="keyword">const</span> = 0;
<a name="l01331"></a>01331
<a name="l01332"></a>01332
<a name="l01334"></a>01334 <span class="comment">/************************************************************************************************/</span>
<a name="l01335"></a>01335
<a name="l01339"></a>01339
<a name="l01345"></a>01345 <span class="keyword">virtual</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> getStaticStructure() <span class="keyword">const</span> = 0;
<a name="l01346"></a>01346
<a name="l01352"></a>01352 <span class="keyword">virtual</span> <a class="code" href="structPxPruningStructureType.html#058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> getDynamicStructure() <span class="keyword">const</span> = 0;
<a name="l01353"></a>01353
<a name="l01369"></a>01369 <span class="keyword">virtual</span> <span class="keywordtype">void</span> flushQueryUpdates() = 0;
<a name="l01370"></a>01370
<a name="l01382"></a>01382 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a>* createBatchQuery(<span class="keyword">const</span> <a class="code" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery.">PxBatchQueryDesc</a>& desc) = 0;
<a name="l01383"></a>01383
<a name="l01391"></a>01391 PX_DEPRECATED <span class="keyword">virtual</span> <a class="code" href="classPxVolumeCache.html" title="Volumetric cache for local collision geometry.">PxVolumeCache</a>* createVolumeCache(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxStaticShapes = 32, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxDynamicShapes = 8) = 0;
<a name="l01392"></a>01392
<a name="l01400"></a>01400 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setDynamicTreeRebuildRateHint(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> dynamicTreeRebuildRateHint) = 0;
<a name="l01401"></a>01401
<a name="l01409"></a>01409 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getDynamicTreeRebuildRateHint() <span class="keyword">const</span> = 0;
<a name="l01410"></a>01410
<a name="l01419"></a>01419 <span class="keyword">virtual</span> <span class="keywordtype">void</span> forceDynamicTreeRebuild(<span class="keywordtype">bool</span> rebuildStaticStructure, <span class="keywordtype">bool</span> rebuildDynamicStructure) = 0;
<a name="l01420"></a>01420
<a name="l01428"></a>01428 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSceneQueryUpdateMode(<a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> updateMode) = 0;
<a name="l01429"></a>01429
<a name="l01437"></a>01437 <span class="keyword">virtual</span> <a class="code" href="structPxSceneQueryUpdateMode.html#04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> getSceneQueryUpdateMode() <span class="keyword">const</span> = 0;
<a name="l01438"></a>01438
<a name="l01456"></a>01456 <span class="keyword">virtual</span> <span class="keywordtype">void</span> sceneQueriesUpdate(<a class="code" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">physx::PxBaseTask</a>* completionTask = NULL, <span class="keywordtype">bool</span> controlSimulation = <span class="keyword">true</span>) = 0;
<a name="l01457"></a>01457
<a name="l01469"></a>01469 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> checkQueries(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
<a name="l01470"></a>01470
<a name="l01480"></a>01480 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> fetchQueries(<span class="keywordtype">bool</span> block = <span class="keyword">false</span>) = 0;
<a name="l01481"></a>01481
<a name="l01504"></a>01504 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> raycast(
<a name="l01505"></a>01505 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l01506"></a>01506 <a class="code" href="structPxHitCallback.html">PxRaycastCallback</a>& hitCall, PxHitFlags hitFlags = PxHitFlags(<a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>),
<a name="l01507"></a>01507 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL,
<a name="l01508"></a>01508 <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL) <span class="keyword">const</span> = 0;
<a name="l01509"></a>01509
<a name="l01537"></a>01537 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> sweep(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, <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>& pose, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l01538"></a>01538 <a class="code" href="structPxHitCallback.html">PxSweepCallback</a>& hitCall, PxHitFlags hitFlags = PxHitFlags(<a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>),
<a name="l01539"></a>01539 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL,
<a name="l01540"></a>01540 <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f) <span class="keyword">const</span> = 0;
<a name="l01541"></a>01541
<a name="l01542"></a>01542
<a name="l01562"></a>01562 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> overlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, <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>& pose, <a class="code" href="structPxHitCallback.html">PxOverlapCallback</a>& hitCall,
<a name="l01563"></a>01563 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL
<a name="l01564"></a>01564 ) <span class="keyword">const</span> = 0;
<a name="l01565"></a>01565
<a name="l01566"></a>01566
<a name="l01573"></a>01573 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getSceneQueryStaticTimestamp() <span class="keyword">const</span> = 0;
<a name="l01575"></a>01575
<a name="l01576"></a>01576 <span class="comment">/************************************************************************************************/</span>
<a name="l01580"></a>01580
<a name="l01586"></a>01586 <span class="keyword">virtual</span> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> getBroadPhaseType() <span class="keyword">const</span> = 0;
<a name="l01587"></a>01587
<a name="l01594"></a>01594 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getBroadPhaseCaps(<a class="code" href="structPxBroadPhaseCaps.html" title="Caps class for broad phase.">PxBroadPhaseCaps</a>& caps) <span class="keyword">const</span> = 0;
<a name="l01595"></a>01595
<a name="l01601"></a>01601 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbBroadPhaseRegions() <span class="keyword">const</span> = 0;
<a name="l01602"></a>01602
<a name="l01611"></a>01611 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getBroadPhaseRegions(<a class="code" href="structPxBroadPhaseRegionInfo.html" title="Information &amp; stats structure for a region.">PxBroadPhaseRegionInfo</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="l01612"></a>01612
<a name="l01629"></a>01629 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> addBroadPhaseRegion(<span class="keyword">const</span> <a class="code" href="structPxBroadPhaseRegion.html" title="&quot;Region of interest&quot; for the broad-phase.">PxBroadPhaseRegion</a>& region, <span class="keywordtype">bool</span> populateRegion=<span class="keyword">false</span>) = 0;
<a name="l01630"></a>01630
<a name="l01644"></a>01644 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> removeBroadPhaseRegion(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> handle) = 0;
<a name="l01645"></a>01645
<a name="l01647"></a>01647
<a name="l01648"></a>01648 <span class="comment">/************************************************************************************************/</span>
<a name="l01649"></a>01649
<a name="l01653"></a>01653
<a name="l01659"></a>01659 <span class="keyword">virtual</span> PxTaskManager* getTaskManager() <span class="keyword">const</span> = 0;
<a name="l01660"></a>01660
<a name="l01661"></a>01661
<a name="l01680"></a>01680 <span class="keyword">virtual</span> <span class="keywordtype">void</span> lockRead(<span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) = 0;
<a name="l01681"></a>01681
<a name="l01687"></a>01687 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unlockRead() = 0;
<a name="l01688"></a>01688
<a name="l01714"></a>01714 <span class="keyword">virtual</span> <span class="keywordtype">void</span> lockWrite(<span class="keyword">const</span> <span class="keywordtype">char</span>* file=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> line=0) = 0;
<a name="l01715"></a>01715
<a name="l01721"></a>01721 <span class="keyword">virtual</span> <span class="keywordtype">void</span> unlockWrite() = 0;
<a name="l01722"></a>01722
<a name="l01723"></a>01723
<a name="l01737"></a>01737 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setNbContactDataBlocks(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> numBlocks) = 0;
<a name="l01738"></a>01738
<a name="l01739"></a>01739
<a name="l01749"></a>01749 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getNbContactDataBlocksUsed() <span class="keyword">const</span> = 0;
<a name="l01750"></a>01750
<a name="l01760"></a>01760 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbContactDataBlocksUsed() <span class="keyword">const</span> = 0;
<a name="l01761"></a>01761
<a name="l01762"></a>01762
<a name="l01768"></a>01768 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getContactReportStreamBufferSize() <span class="keyword">const</span> = 0;
<a name="l01769"></a>01769
<a name="l01770"></a>01770
<a name="l01778"></a>01778 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setSolverBatchSize(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> solverBatchSize) = 0;
<a name="l01779"></a>01779
<a name="l01787"></a>01787 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getSolverBatchSize() <span class="keyword">const</span> = 0;
<a name="l01788"></a>01788
<a name="l01789"></a>01789
<a name="l01791"></a>01791
<a name="l01799"></a>01799 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> getWakeCounterResetValue() <span class="keyword">const</span> = 0;
<a name="l01800"></a>01800
<a name="l01817"></a>01817 <span class="keyword">virtual</span> <span class="keywordtype">void</span> shiftOrigin(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& shift) = 0;
<a name="l01818"></a>01818
<a name="l01823"></a>01823 <span class="keyword">virtual</span> <a class="code" href="classPxPvdSceneClient.html" title="Special client for PxScene. It provides access to the PxPvdSceneFlag. It also provides...">PxPvdSceneClient</a>* getScenePvdClient() = 0;
<a name="l01824"></a>01824
<a name="l01825"></a><a class="code" href="classPxScene.html#64fbe5f25cef90d47fcb1c6428efe15a">01825</a> <span class="keywordtype">void</span>* userData;
<a name="l01826"></a>01826 };
<a name="l01827"></a>01827
<a name="l01828"></a>01828 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l01829"></a>01829 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l01830"></a>01830 <span class="preprocessor">#endif</span>
<a name="l01831"></a>01831 <span class="preprocessor"></span>
<a name="l01833"></a>01833 <span class="preprocessor">#endif</span>
</pre></div></div>
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