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		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVehicleUpdate.h File Reference</title>
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<h1>PxVehicleUpdate.h File Reference</h1><code>#include &quot;<a class="el" href="PxVehicleSDK_8h-source.html">vehicle/PxVehicleSDK.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxVehicleTireFriction_8h-source.html">vehicle/PxVehicleTireFriction.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxSimpleTypes_8h-source.html">foundation/PxSimpleTypes.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxMemory_8h-source.html">foundation/PxMemory.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="PxBatchQueryDesc_8h-source.html">PxBatchQueryDesc.h</a>&quot;</code><br>

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Include dependency graph for PxVehicleUpdate.h:</div>
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This graph shows which files directly or indirectly include this file:</div>
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<a href="PxVehicleUpdate_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>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxWheelQueryResult.html">PxWheelQueryResult</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Structure containing data describing the non-persistent state of each suspension/wheel/tire unit. This structure is filled out in PxVehicleUpdates and PxVehicleUpdateSingleVehicleAndStoreTelemetryData.  <a href="structPxWheelQueryResult.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxVehicleWheelQueryResult.html">PxVehicleWheelQueryResult</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxVehicleWheelConcurrentUpdateData.html">PxVehicleWheelConcurrentUpdateData</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Structure containing data that is computed for a wheel during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied.  <a href="structPxVehicleWheelConcurrentUpdateData.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxVehicleConcurrentUpdateData.html">PxVehicleConcurrentUpdateData</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Structure containing data that is computed for a vehicle and its wheels during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied.  <a href="structPxVehicleConcurrentUpdateData.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__vehicle.html#g2020b9fcb5092e2a2d81e82ba7461dfd">PxVehicleSuspensionRaycasts</a> (<a class="el" href="classPxBatchQuery.html">PxBatchQuery</a> *batchQuery, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbVehicles, <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> **vehicles, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbSceneQueryResults, <a class="el" href="group__physics.html#g5d8a1dc3627cf1442f40d91a5ec6b4e3">PxRaycastQueryResult</a> *sceneQueryResults, const bool *vehiclesToRaycast=NULL)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Perform raycasts for all suspension lines for all vehicles.  <a href="group__vehicle.html#g2020b9fcb5092e2a2d81e82ba7461dfd"></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__vehicle.html#g3c9f3da897c9294c9164aa41b18150e3">PxVehicleSuspensionSweeps</a> (<a class="el" href="classPxBatchQuery.html">PxBatchQuery</a> *batchQuery, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbVehicles, <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> **vehicles, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbSceneQueryResults, <a class="el" href="group__physics.html#g89ec6835295298336ceaca7069ba96e4">PxSweepQueryResult</a> *sceneQueryResults, const PxU16 nbHitsPerQuery, const bool *vehiclesToSweep=NULL, const PxF32 sweepWidthScale=1.0f, const PxF32 sweepRadiusScale=1.0f)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Perform sweeps for all suspension lines for all vehicles.  <a href="group__vehicle.html#g3c9f3da897c9294c9164aa41b18150e3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__vehicle.html#g1acc47dad2914768ee6074320b0a5643">PxVehicleModifyWheelContacts</a> (const <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> &amp;vehicle, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> wheelId, const PxF32 wheelTangentVelocityMultiplier, const PxReal maxImpulse, <a class="el" href="classPxContactModifyPair.html">PxContactModifyPair</a> &amp;contactModifyPair)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A function called from <a class="el" href="classPxContactModifyCallback.html#383f0448886bf352215c886b3066f790" title="Passes modifiable arrays of contacts to the application.">PxContactModifyCallback::onContactModify</a>. The function determines if rigid body contact points recorded for the wheel's <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> are likely to be duplicated and resolved by the wheel's suspension raycast. Contact points that will be resolved by the suspension are ignored. Contact points that are accepted (rather than ignored) are modified to account for the effect of the suspension geometry and the angular speed of the wheel.  <a href="group__vehicle.html#g1acc47dad2914768ee6074320b0a5643"></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__vehicle.html#g47aff43683966ca9d1118a1bf4a1f5c2">PxVehicleUpdates</a> (const PxReal timestep, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;gravity, const <a class="el" href="classPxVehicleDrivableSurfaceToTireFrictionPairs.html">PxVehicleDrivableSurfaceToTireFrictionPairs</a> &amp;vehicleDrivableSurfaceToTireFrictionPairs, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbVehicles, <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> **vehicles, <a class="el" href="structPxVehicleWheelQueryResult.html">PxVehicleWheelQueryResult</a> *vehicleWheelQueryResults, <a class="el" href="structPxVehicleConcurrentUpdateData.html">PxVehicleConcurrentUpdateData</a> *vehicleConcurrentUpdates=NULL)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Update an array of vehicles by either applying an acceleration to the rigid body actor associated with each vehicle or by an immediate update of the velocity of the actor.  <a href="group__vehicle.html#g47aff43683966ca9d1118a1bf4a1f5c2"></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__vehicle.html#gf9349122c5cf95fec09bd09ce5e540d2">PxVehiclePostUpdates</a> (const <a class="el" href="structPxVehicleConcurrentUpdateData.html">PxVehicleConcurrentUpdateData</a> *vehicleConcurrentUpdates, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbVehicles, <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> **vehicles)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Apply actor changes that were computed in concurrent calls to PxVehicleUpdates but which could not be safely applied due to the concurrency.  <a href="group__vehicle.html#gf9349122c5cf95fec09bd09ce5e540d2"></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__vehicle.html#ge62e4d3360ae24537d7fe2100e79f24c">PxVehicleShiftOrigin</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;shift, const <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbVehicles, <a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a> **vehicles)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Shift the origin of vehicles by the specified vector.  <a href="group__vehicle.html#ge62e4d3360ae24537d7fe2100e79f24c"></a><br></td></tr>
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