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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSimpleFactory.h Source File</title>
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<h1>PxSimpleFactory.h</h1><a href="PxSimpleFactory_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_EXTENSIONS_SIMPLE_FACTORY_H</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_SIMPLE_FACTORY_H</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxTransform_8h.html">foundation/PxTransform.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxPlane_8h.html">foundation/PxPlane.h</a>"</span>
<a name="l00040"></a>00040
<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00043"></a>00043 {
<a name="l00044"></a>00044 <span class="preprocessor">#endif</span>
<a name="l00045"></a>00045 <span class="preprocessor"></span>
<a name="l00046"></a>00046 <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="l00047"></a>00047 <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="l00048"></a>00048 <span class="keyword">class </span><a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>;
<a name="l00049"></a>00049 <span class="keyword">class </span><a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>;
<a name="l00050"></a>00050 <span class="keyword">class </span><a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>;
<a name="l00051"></a>00051 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>;
<a name="l00052"></a>00052 <span class="keyword">class </span><a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>;
<a name="l00053"></a>00053
<a name="l00054"></a>00054
<a name="l00070"></a>00070 <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* <a class="code" href="group__extensions.html#g6f8a1ee174c919242d7e5a00c57f0fdb" title="simple method to create a PxRigidDynamic actor with a single PxShape.">PxCreateDynamic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00071"></a>00071 <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>& transform,
<a name="l00072"></a>00072 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry,
<a name="l00073"></a>00073 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>& material,
<a name="l00074"></a>00074 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> density,
<a name="l00075"></a>00075 <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>& shapeOffset = <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>));
<a name="l00076"></a>00076
<a name="l00077"></a>00077
<a name="l00091"></a>00091 <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* <a class="code" href="group__extensions.html#g6f8a1ee174c919242d7e5a00c57f0fdb" title="simple method to create a PxRigidDynamic actor with a single PxShape.">PxCreateDynamic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00092"></a>00092 <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>& transform,
<a name="l00093"></a>00093 <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape,
<a name="l00094"></a>00094 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> density);
<a name="l00095"></a>00095
<a name="l00096"></a>00096
<a name="l00117"></a>00117 <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* <a class="code" href="group__extensions.html#gd2b49dd51647b7228668827c689bbb32" title="simple method to create a kinematic PxRigidDynamic actor with a single PxShape.">PxCreateKinematic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00118"></a>00118 <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>& transform,
<a name="l00119"></a>00119 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry,
<a name="l00120"></a>00120 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>& material,
<a name="l00121"></a>00121 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> density,
<a name="l00122"></a>00122 <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>& shapeOffset = <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>));
<a name="l00123"></a>00123
<a name="l00124"></a>00124
<a name="l00143"></a>00143 <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* <a class="code" href="group__extensions.html#gd2b49dd51647b7228668827c689bbb32" title="simple method to create a kinematic PxRigidDynamic actor with a single PxShape.">PxCreateKinematic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00144"></a>00144 <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>& transform,
<a name="l00145"></a>00145 <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape,
<a name="l00146"></a>00146 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> density);
<a name="l00147"></a>00147
<a name="l00148"></a>00148
<a name="l00162"></a>00162 <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* <a class="code" href="group__extensions.html#g79da8a82087b6fe978e615f61118f03e" title="simple method to create a PxRigidStatic actor with a single PxShape.">PxCreateStatic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00163"></a>00163 <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>& transform,
<a name="l00164"></a>00164 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry,
<a name="l00165"></a>00165 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>& material,
<a name="l00166"></a>00166 <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>& shapeOffset = <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>));
<a name="l00167"></a>00167
<a name="l00168"></a>00168
<a name="l00180"></a>00180 <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* <a class="code" href="group__extensions.html#g79da8a82087b6fe978e615f61118f03e" title="simple method to create a PxRigidStatic actor with a single PxShape.">PxCreateStatic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00181"></a>00181 <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>& transform,
<a name="l00182"></a>00182 <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape);
<a name="l00183"></a>00183
<a name="l00184"></a>00184
<a name="l00196"></a>00196 <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* <a class="code" href="group__extensions.html#g79da8a82087b6fe978e615f61118f03e" title="simple method to create a PxRigidStatic actor with a single PxShape.">PxCreateStatic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00197"></a>00197 <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>& transform,
<a name="l00198"></a>00198 <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape);
<a name="l00199"></a>00199
<a name="l00200"></a>00200
<a name="l00226"></a>00226 <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* <a class="code" href="group__extensions.html#g29519a6806bb5661fe1d0e0c78389520" title="create a shape by copying attributes from another shape">PxCloneShape</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& physicsSDK,
<a name="l00227"></a>00227 <span class="keyword">const</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape,
<a name="l00228"></a>00228 <span class="keywordtype">bool</span> <a class="code" href="classPxShape.html#9797f4bf85e72881b3cb90d303a22b91" title="Returns true if the shape is exclusive to an actor.">isExclusive</a>);
<a name="l00229"></a>00229
<a name="l00230"></a>00230
<a name="l00231"></a>00231
<a name="l00256"></a>00256 <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* <a class="code" href="group__extensions.html#gda9542f6f10912eb3f3f89c1ea2f87e6" title="create a static body by copying attributes from another rigid actor">PxCloneStatic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& physicsSDK,
<a name="l00257"></a>00257 <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>& transform,
<a name="l00258"></a>00258 <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor);
<a name="l00259"></a>00259
<a name="l00260"></a>00260
<a name="l00296"></a>00296 <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>* <a class="code" href="group__extensions.html#gcef7efd5d06512fbf61e9810f46805c1" title="create a dynamic body by copying attributes from an existing body">PxCloneDynamic</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& physicsSDK,
<a name="l00297"></a>00297 <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>& transform,
<a name="l00298"></a>00298 <span class="keyword">const</span> <a class="code" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a>& body);
<a name="l00299"></a>00299
<a name="l00300"></a>00300
<a name="l00312"></a>00312 <a class="code" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a>* <a class="code" href="group__extensions.html#gbbffb883dd38c52aef27f7ea084a1cde" title="create a plane actor. The plane equation is n.x + d = 0">PxCreatePlane</a>(<a class="code" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a>& sdk,
<a name="l00313"></a>00313 <span class="keyword">const</span> <a class="code" href="classPxPlane.html" title="Representation of a plane.">PxPlane</a>& plane,
<a name="l00314"></a>00314 <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>& material);
<a name="l00315"></a>00315
<a name="l00316"></a>00316
<a name="l00329"></a>00329 <span class="keywordtype">void</span> <a class="code" href="group__extensions.html#g34084817afc2cfd9f1bb9108c5244b08" title="scale a rigid actor by a uniform scale">PxScaleRigidActor</a>(<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="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> scale, <span class="keywordtype">bool</span> scaleMassProps = <span class="keyword">true</span>);
<a name="l00330"></a>00330
<a name="l00331"></a>00331
<a name="l00332"></a>00332 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00333"></a>00333 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00334"></a>00334 <span class="preprocessor">#endif</span>
<a name="l00335"></a>00335 <span class="preprocessor"></span>
<a name="l00337"></a>00337 <span class="preprocessor">#endif</span>
</pre></div></div>
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