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<h1>PxSimpleFactory.h File Reference</h1><code>#include &quot;<a class="el" href="PxPhysXCommonConfig_8h-source.html">common/PxPhysXCommonConfig.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxTransform_8h-source.html">foundation/PxTransform.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxPlane_8h-source.html">foundation/PxPlane.h</a>&quot;</code><br>

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<a href="PxSimpleFactory_8h-source.html">Go to the source code of this file.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g6f8a1ee174c919242d7e5a00c57f0fdb">PxCreateDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;geometry, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, PxReal density, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(PxIdentity))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#g6f8a1ee174c919242d7e5a00c57f0fdb"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g868bf680832c3f47e924fd2da011957d">PxCreateDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, PxReal density)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#g868bf680832c3f47e924fd2da011957d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gd2b49dd51647b7228668827c689bbb32">PxCreateKinematic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;geometry, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, PxReal density, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(PxIdentity))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#gd2b49dd51647b7228668827c689bbb32"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g63356d306e103b6bf13dc7bf2ae233f6">PxCreateKinematic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, PxReal density)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#g63356d306e103b6bf13dc7bf2ae233f6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g79da8a82087b6fe978e615f61118f03e">PxCreateStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;geometry, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(PxIdentity))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#g79da8a82087b6fe978e615f61118f03e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g5b375e0249df691cb6c9375fe3ce3eda">PxCreateStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>.  <a href="group__extensions.html#g5b375e0249df691cb6c9375fe3ce3eda"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxShape.html">PxShape</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g29519a6806bb5661fe1d0e0c78389520">PxCloneShape</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, bool isExclusive)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">create a shape by copying attributes from another shape  <a href="group__extensions.html#g29519a6806bb5661fe1d0e0c78389520"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gda9542f6f10912eb3f3f89c1ea2f87e6">PxCloneStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">create a static body by copying attributes from another rigid actor  <a href="group__extensions.html#gda9542f6f10912eb3f3f89c1ea2f87e6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gcef7efd5d06512fbf61e9810f46805c1">PxCloneDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> &amp;body)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">create a dynamic body by copying attributes from an existing body  <a href="group__extensions.html#gcef7efd5d06512fbf61e9810f46805c1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gbbffb883dd38c52aef27f7ea084a1cde">PxCreatePlane</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxPlane.html">PxPlane</a> &amp;plane, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">create a plane actor. The plane equation is n.x + d = 0  <a href="group__extensions.html#gbbffb883dd38c52aef27f7ea084a1cde"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g34084817afc2cfd9f1bb9108c5244b08">PxScaleRigidActor</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, PxReal scale, bool scaleMassProps=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">scale a rigid actor by a uniform scale  <a href="group__extensions.html#g34084817afc2cfd9f1bb9108c5244b08"></a><br></td></tr>
</table>
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