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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: Class List</title>
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<h1>Class List</h1>Here are the classes, structs, unions and interfaces with brief descriptions:<table>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a></td><td class="indexvalue">Base class of all task types </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxCpuDispatcher.html">physx::PxCpuDispatcher</a></td><td class="indexvalue">A CpuDispatcher is responsible for scheduling the execution of tasks passed to it by the SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxGpuDispatcher.html">physx::PxGpuDispatcher</a></td><td class="indexvalue">A GpuTask dispatcher </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxGpuTask.html">physx::PxGpuTask</a></td><td class="indexvalue"><a class="el" href="classphysx_1_1PxTask.html" title="A PxBaseTask implementation with deferred execution and full dependencies.">PxTask</a> implementation for launching CUDA work </td></tr>
<tr><td class="indexkey"><a class="el" href="structphysx_1_1PxGpuTaskHint.html">physx::PxGpuTaskHint</a></td><td class="indexvalue">Define the 'flavor' of a <a class="el" href="classphysx_1_1PxGpuTask.html" title="PxTask implementation for launching CUDA work.">PxGpuTask</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxLightCpuTask.html">physx::PxLightCpuTask</a></td><td class="indexvalue">A <a class="el" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">PxBaseTask</a> implementation with immediate execution and simple dependencies </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxProfilerCallback.html">physx::PxProfilerCallback</a></td><td class="indexvalue">The pure virtual callback interface for general purpose instrumentation and profiling of GameWorks modules as well as applications </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxProfileScoped.html">physx::PxProfileScoped</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxTask.html">physx::PxTask</a></td><td class="indexvalue">A <a class="el" href="classphysx_1_1PxBaseTask.html" title="Base class of all task types.">PxBaseTask</a> implementation with deferred execution and full dependencies </td></tr>
<tr><td class="indexkey"><a class="el" href="classphysx_1_1PxTaskManager.html">physx::PxTaskManager</a></td><td class="indexvalue">The <a class="el" href="classphysx_1_1PxTaskManager.html" title="The PxTaskManager interface.">PxTaskManager</a> interface </td></tr>
<tr><td class="indexkey"><a class="el" href="structphysx_1_1PxTaskType.html">physx::PxTaskType</a></td><td class="indexvalue">Identifies the type of each heavyweight <a class="el" href="classphysx_1_1PxTask.html" title="A PxBaseTask implementation with deferred execution and full dependencies.">PxTask</a> object </td></tr>
<tr><td class="indexkey"><a class="el" href="structPx1DConstraint.html">Px1DConstraint</a></td><td class="indexvalue">A constraint </td></tr>
<tr><td class="indexkey"><a class="el" href="structPx1DConstraintFlag.html">Px1DConstraintFlag</a></td><td class="indexvalue">Constraint row flags </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActiveTransform.html">PxActiveTransform</a></td><td class="indexvalue">Data struct for use with Active Transform Notification. Used with <a class="el" href="classPxScene.html#5fdec7976b853ad4af5573bb13197426" title="Queries the PxScene for a list of the PxActors whose transforms have been updated...">PxScene::getActiveTransforms()</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxActor.html">PxActor</a></td><td class="indexvalue"><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a> is the base class for the main simulation objects in the physics SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActorClientBehaviorFlag.html">PxActorClientBehaviorFlag</a></td><td class="indexvalue">Multiclient behavior bit flags for actors </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActorFlag.html">PxActorFlag</a></td><td class="indexvalue">Flags which control the behavior of an actor </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActorShape.html">PxActorShape</a></td><td class="indexvalue">Collection of set bits defined in <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActorType.html">PxActorType</a></td><td class="indexvalue">Identifies each type of actor </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxActorTypeFlag.html">PxActorTypeFlag</a></td><td class="indexvalue">Identifies each type of actor for retrieving actors from a scene </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxAggregate.html">PxAggregate</a></td><td class="indexvalue">Class to aggregate actors into a single broad-phase entry </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxAllocatorCallback.html">PxAllocatorCallback</a></td><td class="indexvalue">Abstract base class for an application defined memory allocator that can be used by the Nv library </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxArticulation.html">PxArticulation</a></td><td class="indexvalue">Tree structure of bodies connected by joints that is treated as a unit by the dynamics solver </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxArticulationDriveCache.html">PxArticulationDriveCache</a></td><td class="indexvalue">Articulation drive cache </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxArticulationJoint.html">PxArticulationJoint</a></td><td class="indexvalue">Joint between two links in an articulation </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxArticulationJointDriveType.html">PxArticulationJointDriveType</a></td><td class="indexvalue">The type of joint drive to use for the articulation joint </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxArticulationLink.html">PxArticulationLink</a></td><td class="indexvalue">Component of an articulation that represents a rigid body </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxAssertHandler.html">PxAssertHandler</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBase.html">PxBase</a></td><td class="indexvalue">Base class for objects that can be members of a <a class="el" href="classPxCollection.html" title="Collection class for serialization.">PxCollection</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBaseFlag.html">PxBaseFlag</a></td><td class="indexvalue">Flags for <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBatchQuery.html">PxBatchQuery</a></td><td class="indexvalue">Batched queries object. This is used to perform several queries at the same time </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBatchQueryDesc.html">PxBatchQueryDesc</a></td><td class="indexvalue">Descriptor class for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a></td><td class="indexvalue">Struct for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a> memory pointers </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBatchQueryResult.html">PxBatchQueryResult< HitType ></a></td><td class="indexvalue">Generic struct for receiving results of single query in a batch. Gets templated on hit type <a class="el" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>, <a class="el" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a> or <a class="el" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBatchQueryStatus.html">PxBatchQueryStatus</a></td><td class="indexvalue">Batched query status </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBinaryConverter.html">PxBinaryConverter</a></td><td class="indexvalue">Binary converter for serialized streams </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBitAndDataT.html">PxBitAndDataT< storageType, bitMask ></a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBoundedData.html">PxBoundedData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBounds3.html">PxBounds3</a></td><td class="indexvalue">Class representing 3D range or axis aligned bounding box </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBoxController.html">PxBoxController</a></td><td class="indexvalue">Box character controller </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBoxControllerDesc.html">PxBoxControllerDesc</a></td><td class="indexvalue">Descriptor for a box character controller </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBoxGeometry.html">PxBoxGeometry</a></td><td class="indexvalue">Class representing the geometry of a box </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBoxObstacle.html">PxBoxObstacle</a></td><td class="indexvalue">A box obstacle </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a></td><td class="indexvalue">Broad-phase callback to receive broad-phase related events </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBroadPhaseCaps.html">PxBroadPhaseCaps</a></td><td class="indexvalue">Caps class for broad phase </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBroadPhaseExt.html">PxBroadPhaseExt</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBroadPhaseRegion.html">PxBroadPhaseRegion</a></td><td class="indexvalue">"Region of interest" for the broad-phase </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBroadPhaseRegionInfo.html">PxBroadPhaseRegionInfo</a></td><td class="indexvalue">Information & stats structure for a region </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBroadPhaseType.html">PxBroadPhaseType</a></td><td class="indexvalue">Broad phase algorithm used in the simulation </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBVH33MidphaseDesc.html">PxBVH33MidphaseDesc</a></td><td class="indexvalue">Structure describing parameters affecting BVH33 midphase mesh structure </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBVH33TriangleMesh.html">PxBVH33TriangleMesh</a></td><td class="indexvalue">A triangle mesh containing the <a class="el" href="structPxMeshMidPhase.html#49f740883fbfb1a49631c28818c219f4a791bfd986fc6edb77db2928e3c5e529" title="Default midphase mesh structure, as used up to PhysX 3.3.">PxMeshMidPhase::eBVH33</a> structure </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxBVH34MidphaseDesc.html">PxBVH34MidphaseDesc</a></td><td class="indexvalue">Structure describing parameters affecting BVH34 midphase mesh structure </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxBVH34TriangleMesh.html">PxBVH34TriangleMesh</a></td><td class="indexvalue">A triangle mesh containing the <a class="el" href="structPxMeshMidPhase.html#49f740883fbfb1a49631c28818c219f442051af73b6c6b3a5ac4df2928b6d446" title="New midphase mesh structure, introduced in PhysX 3.4.">PxMeshMidPhase::eBVH34</a> structure </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxCapsuleClimbingMode.html">PxCapsuleClimbingMode</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCapsuleController.html">PxCapsuleController</a></td><td class="indexvalue">A capsule character controller </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCapsuleControllerDesc.html">PxCapsuleControllerDesc</a></td><td class="indexvalue">A descriptor for a capsule character controller </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCapsuleGeometry.html">PxCapsuleGeometry</a></td><td class="indexvalue">Class representing the geometry of a capsule </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCapsuleObstacle.html">PxCapsuleObstacle</a></td><td class="indexvalue">A capsule obstacle </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a></td><td class="indexvalue">An interface class that the user can implement in order to modify CCD contact constraints </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClientBehaviorFlag.html">PxClientBehaviorFlag</a></td><td class="indexvalue">Behavior bit flags for simulation clients </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCloth.html">PxCloth</a></td><td class="indexvalue">Set of connected particles tailored towards simulating character cloth </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothCollisionPlane.html">PxClothCollisionPlane</a></td><td class="indexvalue">Plane representation used for cloth-convex collision </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothCollisionSphere.html">PxClothCollisionSphere</a></td><td class="indexvalue">Sphere representation used for cloth-sphere and cloth-capsule collision </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothCollisionTriangle.html">PxClothCollisionTriangle</a></td><td class="indexvalue">Triangle representation used for cloth-mesh collision </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothFabric.html">PxClothFabric</a></td><td class="indexvalue">A cloth fabric is a structure that contains all the internal solver constraints of a cloth mesh </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothFabricCooker.html">PxClothFabricCooker</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothFabricDesc.html">PxClothFabricDesc</a></td><td class="indexvalue">References all the data required to create a fabric </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothFabricPhase.html">PxClothFabricPhase</a></td><td class="indexvalue">References a set of constraints that can be solved in parallel </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothFabricPhaseType.html">PxClothFabricPhaseType</a></td><td class="indexvalue">Describe type of phase in cloth fabric </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothFlag.html">PxClothFlag</a></td><td class="indexvalue">Flag for behaviors of the cloth solver </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothGeodesicTetherCooker.html">PxClothGeodesicTetherCooker</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothMeshDesc.html">PxClothMeshDesc</a></td><td class="indexvalue">Descriptor class for a cloth mesh </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothMeshQuadifier.html">PxClothMeshQuadifier</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothMotionConstraintConfig.html">PxClothMotionConstraintConfig</a></td><td class="indexvalue">Solver configuration parameters for the tether phases </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothParticle.html">PxClothParticle</a></td><td class="indexvalue">Per particle data for cloth </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothParticleMotionConstraint.html">PxClothParticleMotionConstraint</a></td><td class="indexvalue">Constraints for cloth particle motion </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothParticleSeparationConstraint.html">PxClothParticleSeparationConstraint</a></td><td class="indexvalue">Separation constraints for cloth particle movement </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxClothSimpleTetherCooker.html">PxClothSimpleTetherCooker</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothStretchConfig.html">PxClothStretchConfig</a></td><td class="indexvalue">Solver configuration parameters for the vertical and horizontal stretch phase types </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxClothTetherConfig.html">PxClothTetherConfig</a></td><td class="indexvalue">Solver configuration parameters for the tether phases </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCollection.html">PxCollection</a></td><td class="indexvalue">Collection class for serialization </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCollectionExt.html">PxCollectionExt</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxCombineMode.html">PxCombineMode</a></td><td class="indexvalue">Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConcreteType.html">PxConcreteType</a></td><td class="indexvalue">Enumeration of concrete classes inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConstraint.html">PxConstraint</a></td><td class="indexvalue">A plugin class for implementing constraints </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConstraintConnector.html">PxConstraintConnector</a></td><td class="indexvalue">This class connects a custom constraint to the SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintExtIDs.html">PxConstraintExtIDs</a></td><td class="indexvalue">Unique identifiers for extensions classes which implement a constraint based on <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints.">PxConstraint</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintFlag.html">PxConstraintFlag</a></td><td class="indexvalue">Table of function pointers for a constraint </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintInfo.html">PxConstraintInfo</a></td><td class="indexvalue">Descriptor for a broken constraint </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintInvMassScale.html">PxConstraintInvMassScale</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintShaderTable.html">PxConstraintShaderTable</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintSolveHint.html">PxConstraintSolveHint</a></td><td class="indexvalue">Constraint type hints which the solver uses to optimize constraint handling </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConstraintVisualizationFlag.html">PxConstraintVisualizationFlag</a></td><td class="indexvalue">Flags for determining which components of the constraint should be visualized </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConstraintVisualizer.html">PxConstraintVisualizer</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContact.html">PxContact</a></td><td class="indexvalue">Contact point data including face (feature) indices </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxContactModifyCallback.html">PxContactModifyCallback</a></td><td class="indexvalue">An interface class that the user can implement in order to modify contact constraints </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxContactModifyPair.html">PxContactModifyPair</a></td><td class="indexvalue">An array of instances of this class is passed to <a class="el" href="classPxContactModifyCallback.html#383f0448886bf352215c886b3066f790" title="Passes modifiable arrays of contacts to the application.">PxContactModifyCallback::onContactModify()</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPair.html">PxContactPair</a></td><td class="indexvalue">Contact report pair information </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairExtraDataItem.html">PxContactPairExtraDataItem</a></td><td class="indexvalue">Base class for items in the extra data stream of contact pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairExtraDataIterator.html">PxContactPairExtraDataIterator</a></td><td class="indexvalue">A class to iterate over a contact pair extra data stream </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairExtraDataType.html">PxContactPairExtraDataType</a></td><td class="indexvalue">Extra data item types for contact pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairFlag.html">PxContactPairFlag</a></td><td class="indexvalue">Collection of flags providing information on contact report pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairHeader.html">PxContactPairHeader</a></td><td class="indexvalue">An Instance of this class is passed to <a class="el" href="classPxSimulationEventCallback.html#4dc1da28643ccf9f77c8432b5eb2fd32" title="This is called when certain contact events occur.">PxSimulationEventCallback.onContact()</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairHeaderFlag.html">PxContactPairHeaderFlag</a></td><td class="indexvalue">Collection of flags providing information on contact report pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairIndex.html">PxContactPairIndex</a></td><td class="indexvalue">Marker for the beginning of a new item set in the extra data stream </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairPoint.html">PxContactPairPoint</a></td><td class="indexvalue">A contact point as used by contact notification </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairPose.html">PxContactPairPose</a></td><td class="indexvalue">World space actor poses of the contact pair rigid bodies </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPairVelocity.html">PxContactPairVelocity</a></td><td class="indexvalue">Velocities of the contact pair rigid bodies </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactPatch.html">PxContactPatch</a></td><td class="indexvalue">Header for contact patch where all points share same material and normal </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxContactRecorder.html">PxContactRecorder</a></td><td class="indexvalue">Callback class to record contact points produced by <a class="el" href="group__immediatemode.html#g43ee6393438e91aa05bb2790559104b7">immediate::PxGenerateContacts</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxContactSet.html">PxContactSet</a></td><td class="indexvalue">An array of contact points, as passed to contact modification </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxContactStreamIterator.html">PxContactStreamIterator</a></td><td class="indexvalue">A class to iterate over a compressed contact stream. This supports read-only access to the various contact formats </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxController.html">PxController</a></td><td class="indexvalue">Base class for character controllers </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxControllerBehaviorCallback.html">PxControllerBehaviorCallback</a></td><td class="indexvalue">User behavior callback </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerBehaviorFlag.html">PxControllerBehaviorFlag</a></td><td class="indexvalue">Controller behavior </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerCollisionFlag.html">PxControllerCollisionFlag</a></td><td class="indexvalue">Which sides a character is colliding with </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerDebugRenderFlag.html">PxControllerDebugRenderFlag</a></td><td class="indexvalue">Debug-rendering flags </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxControllerDesc.html">PxControllerDesc</a></td><td class="indexvalue">Descriptor class for a character controller </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxControllerFilterCallback.html">PxControllerFilterCallback</a></td><td class="indexvalue">Dedicated filtering callback for CCT vs CCT </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxControllerFilters.html">PxControllerFilters</a></td><td class="indexvalue">Filtering data for "move" call </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerHit.html">PxControllerHit</a></td><td class="indexvalue">Describes a generic CCT hit </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxControllerManager.html">PxControllerManager</a></td><td class="indexvalue">Manages an array of character controllers </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerNonWalkableMode.html">PxControllerNonWalkableMode</a></td><td class="indexvalue">How a CCT interacts with non-walkable parts </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerObstacleHit.html">PxControllerObstacleHit</a></td><td class="indexvalue">Describes a hit between a CCT and a user-defined obstacle. Passed to onObstacleHit() </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerShapeHit.html">PxControllerShapeHit</a></td><td class="indexvalue">Describes a hit between a CCT and a shape. Passed to onShapeHit() </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerShapeType.html">PxControllerShapeType</a></td><td class="indexvalue">The type of controller, eg box, sphere or capsule </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllersHit.html">PxControllersHit</a></td><td class="indexvalue">Describes a hit between a CCT and another CCT. Passed to onControllerHit() </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerState.html">PxControllerState</a></td><td class="indexvalue">Describes a controller's internal state </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxControllerStats.html">PxControllerStats</a></td><td class="indexvalue">Describes a controller's internal statistics </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConverterReportMode.html">PxConverterReportMode</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConvexFlag.html">PxConvexFlag</a></td><td class="indexvalue">Flags which describe the format and behavior of a convex mesh </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConvexMesh.html">PxConvexMesh</a></td><td class="indexvalue">A convex mesh </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConvexMeshCookingResult.html">PxConvexMeshCookingResult</a></td><td class="indexvalue">Result from convex cooking </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConvexMeshCookingType.html">PxConvexMeshCookingType</a></td><td class="indexvalue">Enumeration for convex mesh cooking algorithms </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConvexMeshDesc.html">PxConvexMeshDesc</a></td><td class="indexvalue">Descriptor class for <a class="el" href="classPxConvexMesh.html" title="A convex mesh.">PxConvexMesh</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxConvexMeshGeometry.html">PxConvexMeshGeometry</a></td><td class="indexvalue">Convex mesh geometry class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxConvexMeshGeometryFlag.html">PxConvexMeshGeometryFlag</a></td><td class="indexvalue">Flags controlling the simulated behavior of the convex mesh geometry </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxCooking.html">PxCooking</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxCookingParams.html">PxCookingParams</a></td><td class="indexvalue">Structure describing parameters affecting mesh cooking </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxD6Axis.html">PxD6Axis</a></td><td class="indexvalue">Used to specify one of the degrees of freedom of a D6 joint </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxD6Drive.html">PxD6Drive</a></td><td class="indexvalue">Used to specify which axes of a D6 joint are driven </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxD6Joint.html">PxD6Joint</a></td><td class="indexvalue">A D6 joint is a general constraint between two actors </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxD6JointDrive.html">PxD6JointDrive</a></td><td class="indexvalue">Parameters for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors.">PxD6Joint</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxD6JointDriveFlag.html">PxD6JointDriveFlag</a></td><td class="indexvalue">Flags for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors.">PxD6Joint</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxD6Motion.html">PxD6Motion</a></td><td class="indexvalue">Used to specify the range of motions allowed for a degree of freedom in a D6 joint </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDataAccessFlag.html">PxDataAccessFlag</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDebugColor.html">PxDebugColor</a></td><td class="indexvalue">Default color values used for debug rendering </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDebugLine.html">PxDebugLine</a></td><td class="indexvalue">Used to store a single line and colour for debug rendering </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDebugPoint.html">PxDebugPoint</a></td><td class="indexvalue">Used to store a single point and colour for debug rendering </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDebugText.html">PxDebugText</a></td><td class="indexvalue">Used to store a text for debug rendering. Doesn't own 'string' array </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDebugTriangle.html">PxDebugTriangle</a></td><td class="indexvalue">Used to store a single triangle and colour for debug rendering </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultAllocator.html">PxDefaultAllocator</a></td><td class="indexvalue">Default implementation of the allocator interface required by the SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultCpuDispatcher.html">PxDefaultCpuDispatcher</a></td><td class="indexvalue">A default implementation for a CPU task dispatcher </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultErrorCallback.html">PxDefaultErrorCallback</a></td><td class="indexvalue">Default implementation of the error callback </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultFileInputData.html">PxDefaultFileInputData</a></td><td class="indexvalue">Default implementation of a file read stream </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultFileOutputStream.html">PxDefaultFileOutputStream</a></td><td class="indexvalue">Default implementation of a file write stream </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultMemoryInputData.html">PxDefaultMemoryInputData</a></td><td class="indexvalue">Default implementation of a memory read stream </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDefaultMemoryOutputStream.html">PxDefaultMemoryOutputStream</a></td><td class="indexvalue">Default implementation of a memory write stream </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDeletionEventFlag.html">PxDeletionEventFlag</a></td><td class="indexvalue">Flags specifying deletion event types </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDeletionListener.html">PxDeletionListener</a></td><td class="indexvalue">Interface to get notification on object deletion </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDeserializationContext.html">PxDeserializationContext</a></td><td class="indexvalue">Binary deserialization context class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxDistanceJoint.html">PxDistanceJoint</a></td><td class="indexvalue">Joint that maintains an upper or lower bound (or both) on the distance between two points on different objects </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDistanceJointFlag.html">PxDistanceJointFlag</a></td><td class="indexvalue">Flags for configuring the drive of a <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between...">PxDistanceJoint</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxDominanceGroupPair.html">PxDominanceGroupPair</a></td><td class="indexvalue">Expresses the dominance relationship of a contact. For the time being only three settings are permitted: </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxErrorCallback.html">PxErrorCallback</a></td><td class="indexvalue">User defined interface class. Used by the library to emit debug information </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxErrorCode.html">PxErrorCode</a></td><td class="indexvalue">Error codes </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxExtendedContact.html">PxExtendedContact</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxFileBuf.html">PxFileBuf</a></td><td class="indexvalue">Callback class for data serialization </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterData.html">PxFilterData</a></td><td class="indexvalue"><a class="el" href="structPxFilterData.html" title="PxFilterData is user-definable data which gets passed into the collision filtering...">PxFilterData</a> is user-definable data which gets passed into the collision filtering shader and/or callback </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterFlag.html">PxFilterFlag</a></td><td class="indexvalue">Collection of flags describing the filter actions to take for a collision pair </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterInfo.html">PxFilterInfo</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterObjectFlag.html">PxFilterObjectFlag</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterObjectType.html">PxFilterObjectType</a></td><td class="indexvalue">Identifies each type of filter object </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFilterOp.html">PxFilterOp</a></td><td class="indexvalue">Collision filtering operations </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxFixedJoint.html">PxFixedJoint</a></td><td class="indexvalue">A fixed joint permits no relative movement between two bodies. ie the bodies are glued together </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxFixedSizeLookupTable.html">PxFixedSizeLookupTable< NB_ELEMENTS ></a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxFlags.html">PxFlags< enumtype, storagetype ></a></td><td class="indexvalue">Container for bitfield flag variables associated with a specific enum type </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxForceMode.html">PxForceMode</a></td><td class="indexvalue">Parameter to addForce() and addTorque() calls, determines the exact operation that is carried out </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxFoundation.html">PxFoundation</a></td><td class="indexvalue">Foundation SDK singleton class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxFrictionType.html">PxFrictionType</a></td><td class="indexvalue">Enum for selecting the friction algorithm used for simulation </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxgDynamicsMemoryConfig.html">PxgDynamicsMemoryConfig</a></td><td class="indexvalue">Sizes of pre-allocated buffers use for GPU dynamics </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxGeometry.html">PxGeometry</a></td><td class="indexvalue">A geometry object </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxGeometryHolder.html">PxGeometryHolder</a></td><td class="indexvalue">Geometry holder class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxGeometryQuery.html">PxGeometryQuery</a></td><td class="indexvalue">Collection of geometry object queries (sweeps, raycasts, overlaps, ...) </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxGeometryType.html">PxGeometryType</a></td><td class="indexvalue">A geometry type </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a></td><td class="indexvalue">64-bit mask used for collision filtering </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxHeightField.html">PxHeightField</a></td><td class="indexvalue">A height field class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxHeightFieldDesc.html">PxHeightFieldDesc</a></td><td class="indexvalue">Descriptor class for <a class="el" href="classPxHeightField.html" title="A height field class.">PxHeightField</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHeightFieldFlag.html">PxHeightFieldFlag</a></td><td class="indexvalue">Enum with flag values to be used in <a class="el" href="classPxHeightFieldDesc.html#ec8940d776191d6ca950025836481360" title="Flags bits, combined from values of the enum PxHeightFieldFlag.">PxHeightFieldDesc.flags</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHeightFieldFormat.html">PxHeightFieldFormat</a></td><td class="indexvalue">Describes the format of height field samples </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxHeightFieldGeometry.html">PxHeightFieldGeometry</a></td><td class="indexvalue">Height field geometry class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHeightFieldMaterial.html">PxHeightFieldMaterial</a></td><td class="indexvalue">Special material index values for height field samples </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHeightFieldSample.html">PxHeightFieldSample</a></td><td class="indexvalue">Heightfield sample format </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHeightFieldTessFlag.html">PxHeightFieldTessFlag</a></td><td class="indexvalue">Determines the tessellation of height field cells </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHitBuffer.html">PxHitBuffer< HitType ></a></td><td class="indexvalue">Returns scene query hits (intersections) to the user in a preallocated buffer </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHitCallback.html">PxHitCallback< HitType ></a></td><td class="indexvalue">This callback class facilitates reporting scene query hits (intersections) to the user </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHitFlag.html">PxHitFlag</a></td><td class="indexvalue">Scene query and geometry query behavior flags </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxHullPolygon.html">PxHullPolygon</a></td><td class="indexvalue">Polygon data </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxInputData.html">PxInputData</a></td><td class="indexvalue">Input data class for I/O which provides random read access </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxInputStream.html">PxInputStream</a></td><td class="indexvalue">Input stream class for I/O </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJoint.html">PxJoint</a></td><td class="indexvalue">Base interface providing common functionality for PhysX joints </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxJointActorIndex.html">PxJointActorIndex</a></td><td class="indexvalue">Enumeration for specifying one or other of the actors referenced by a joint </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJointAngularLimitPair.html">PxJointAngularLimitPair</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxJointConcreteType.html">PxJointConcreteType</a></td><td class="indexvalue">Enumeration of PhysX' built-in joint types </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJointLimitCone.html">PxJointLimitCone</a></td><td class="indexvalue">Describes an elliptical conical joint limit. Note that very small or highly elliptical limit cones may result in jitter </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJointLimitParameters.html">PxJointLimitParameters</a></td><td class="indexvalue">Describes the parameters for a joint limit </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJointLinearLimit.html">PxJointLinearLimit</a></td><td class="indexvalue">Describes a one-sided linear limit </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxJointLinearLimitPair.html">PxJointLinearLimitPair</a></td><td class="indexvalue">Describes a two-sided limit </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxLocationHit.html">PxLocationHit</a></td><td class="indexvalue">Scene query hit information for raycasts and sweeps returning hit position and normal information </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxLockedData.html">PxLockedData</a></td><td class="indexvalue">Parent class for bulk data that is shared between the SDK and the application </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMassModificationProps.html">PxMassModificationProps</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMassProperties.html">PxMassProperties</a></td><td class="indexvalue">Utility class to compute and manipulate mass and inertia tensor properties </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMat33.html">PxMat33</a></td><td class="indexvalue">3x3 matrix class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMat44.html">PxMat44</a></td><td class="indexvalue">4x4 matrix class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMaterial.html">PxMaterial</a></td><td class="indexvalue">Material class to represent a set of surface properties </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMaterialFlag.html">PxMaterialFlag</a></td><td class="indexvalue">Flags which control the behavior of a material </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMeshCookingHint.html">PxMeshCookingHint</a></td><td class="indexvalue">Enumeration for mesh cooking hints </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMeshFlag.html">PxMeshFlag</a></td><td class="indexvalue">Enum with flag values to be used in <a class="el" href="classPxSimpleTriangleMesh.html#765848d06b09a3452f9923115d5ccdd0" title="Flags bits, combined from values of the enum PxMeshFlag.">PxSimpleTriangleMesh::flags</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMeshGeometryFlag.html">PxMeshGeometryFlag</a></td><td class="indexvalue">Flags controlling the simulated behavior of the triangle mesh geometry </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMeshMidPhase.html">PxMeshMidPhase</a></td><td class="indexvalue">Mesh midphase structure. This enum is used to select the desired acceleration structure for midphase queries (i.e. raycasts, overlaps, sweeps vs triangle meshes) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMeshOverlapUtil.html">PxMeshOverlapUtil</a></td><td class="indexvalue">Utility class to find mesh triangles touched by a specified geometry object </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMeshPreprocessingFlag.html">PxMeshPreprocessingFlag</a></td><td class="indexvalue">Enum for the set of mesh pre-processing parameters </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMeshScale.html">PxMeshScale</a></td><td class="indexvalue">A class expressing a nonuniform scaling transformation </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMetaDataEntry.html">PxMetaDataEntry</a></td><td class="indexvalue">Struct to store meta data definitions </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxMetaDataFlag.html">PxMetaDataFlag</a></td><td class="indexvalue">Flags used to configure binary meta data entries, typically set through PX_DEF_BIN_METADATA defines </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxMidphaseDesc.html">PxMidphaseDesc</a></td><td class="indexvalue">Structure describing parameters affecting midphase mesh structure </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxModifiableContact.html">PxModifiableContact</a></td><td class="indexvalue">A modifiable contact point. This has additional fields per-contact to permit modification by user </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxObstacle.html">PxObstacle</a></td><td class="indexvalue">Base class for obstacles </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxObstacleContext.html">PxObstacleContext</a></td><td class="indexvalue">Context class for obstacles </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxOutputStream.html">PxOutputStream</a></td><td class="indexvalue">Output stream class for I/O </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxOverlapBufferN.html">PxOverlapBufferN< N ></a></td><td class="indexvalue">Returns touching overlap hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxOverlapHit.html">PxOverlapHit</a></td><td class="indexvalue">Stores results of overlap queries </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPackValidation.html">PxPackValidation</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPadding.html">PxPadding< TNumBytes ></a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPairFlag.html">PxPairFlag</a></td><td class="indexvalue">Collection of flags describing the actions to take for a collision pair </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleBase.html">PxParticleBase</a></td><td class="indexvalue">The particle base class represents the shared module for particle based simulation. This class can't be instantiated. (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxParticleBaseFlag.html">PxParticleBaseFlag</a></td><td class="indexvalue">ParticleBase flags (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleCreationData.html">PxParticleCreationData</a></td><td class="indexvalue">Descriptor-like user-side class describing buffers for particle creation. (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleExt.html">PxParticleExt</a></td><td class="indexvalue">Extensions for the partice feature (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleExt_1_1IndexPool.html">PxParticleExt::PxParticleExt::IndexPool</a></td><td class="indexvalue">Class to manage particle indices. Extension particle index management can be useful if no application side particle index allocation functionality is available. An <a class="el" href="classPxParticleExt_1_1IndexPool.html" title="Class to manage particle indices. Extension particle index management can be useful...">PxParticleExt::IndexPool</a> instance is meant to be used for one PxParticleSystem/PxParticleFluid instance. The instance can be created with <a class="el" href="classPxParticleExt.html#b1c48052580ebe5df919b6b5505a9bad" title="Creates a PxParticlesExt::IndexPool instance.">PxParticleExt::createIndexPool()</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxParticleExt_1_1ParticleBounds.html">PxParticleExt::PxParticleExt::ParticleBounds</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxParticleFlag.html">PxParticleFlag</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleFluid.html">PxParticleFluid</a></td><td class="indexvalue">The particle fluid class represents the main module for particle based fluid simulation. (deprecated) SPH (Smoothed Particle Hydrodynamics) is used to animate the particles. This class inherits the properties of the <a class="el" href="classPxParticleBase.html" title="The particle base class represents the shared module for particle based simulation...">PxParticleBase</a> class and adds particle-particle interactions </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleFluidReadData.html">PxParticleFluidReadData</a></td><td class="indexvalue">Data layout descriptor for reading fluid particle data from the SDK. (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleReadData.html">PxParticleReadData</a></td><td class="indexvalue">Data layout descriptor for reading particle data from the SDK. (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxParticleReadDataFlag.html">PxParticleReadDataFlag</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxParticleSystem.html">PxParticleSystem</a></td><td class="indexvalue">The particle system class represents the main module for particle based simulation. (deprecated) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPhysics.html">PxPhysics</a></td><td class="indexvalue">Abstract singleton factory class used for instancing objects in the Physics SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPhysicsInsertionCallback.html">PxPhysicsInsertionCallback</a></td><td class="indexvalue">Callback interface that permits <a class="el" href="classPxCooking.html">PxCooking</a> to insert a TriangleMesh, HeightfieldMesh or ConvexMesh directly into <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a> without the need to store the cooking results into a stream </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPlane.html">PxPlane</a></td><td class="indexvalue">Representation of a plane </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPlaneGeometry.html">PxPlaneGeometry</a></td><td class="indexvalue">Class describing a plane geometry </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPlatform.html">PxPlatform</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPrismaticJoint.html">PxPrismaticJoint</a></td><td class="indexvalue">A prismatic joint permits relative translational movement between two bodies along an axis, but no relative rotational movement </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPrismaticJointFlag.html">PxPrismaticJointFlag</a></td><td class="indexvalue">Flags specific to the prismatic joint </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxProcessPxBaseCallback.html">PxProcessPxBaseCallback</a></td><td class="indexvalue">Callback class used to process <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a> objects </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPruningStructure.html">PxPruningStructure</a></td><td class="indexvalue">A precomputed pruning structure to accelerate scene queries against newly added actors </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPruningStructureType.html">PxPruningStructureType</a></td><td class="indexvalue">Pruning structure used to accelerate scene queries </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPvd.html">PxPvd</a></td><td class="indexvalue"><a class="el" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface...">PxPvd</a> is the top-level class for the PVD framework, and the main customer interface for PVD configuration.It is a singleton class, instantiated and owned by the application </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPvdInstrumentationFlag.html">PxPvdInstrumentationFlag</a></td><td class="indexvalue">Types of instrumentation that PVD can do </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPvdSceneClient.html">PxPvdSceneClient</a></td><td class="indexvalue">Special client for <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>. It provides access to the <a class="el" href="structPxPvdSceneFlag.html" title="PVD scene Flags. They are disabled by default, and only works if PxPvdInstrumentationFlag::eDEBUG...">PxPvdSceneFlag</a>. It also provides simple user debug services that associated scene position such as immediate rendering and camera updates </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPvdSceneFlag.html">PxPvdSceneFlag</a></td><td class="indexvalue">PVD scene Flags. They are disabled by default, and only works if <a class="el" href="structPxPvdInstrumentationFlag.html#e5be1bcb179a96c601194126230aeededaffb4216dd0bc2a5683245ea725afdf" title="Send debugging information to PVD.">PxPvdInstrumentationFlag::eDEBUG</a> is set </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxPvdTransport.html">PxPvdTransport</a></td><td class="indexvalue"><a class="el" href="classPxPvdTransport.html" title="PxPvdTransport is an interface representing the data transport mechanism. This class...">PxPvdTransport</a> is an interface representing the data transport mechanism. This class defines all services associated with the transport: configuration, connection, reading, writing etc. It is owned by the application, and can be realized as a file or a socket (using one-line PxDefault<...> methods in PhysXExtensions) or in a custom implementation. This is a class that is intended for use by PVD, not by the application, the application entry points are <a class="el" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface...">PxPvd</a> and PvdClient </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxPvdUpdateType.html">PxPvdUpdateType</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxQuat.html">PxQuat</a></td><td class="indexvalue">This is a quaternion class. For more information on quaternion mathematics consult a mathematics source on complex numbers </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxQueryCache.html">PxQueryCache</a></td><td class="indexvalue">Single hit cache for scene queries </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a></td><td class="indexvalue">Scene query filtering callbacks </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a></td><td class="indexvalue">Scene query filtering data </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxQueryFlag.html">PxQueryFlag</a></td><td class="indexvalue">Filtering flags for scene queries </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxQueryHit.html">PxQueryHit</a></td><td class="indexvalue">Scene query hit information </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxQueryHitType.html">PxQueryHitType</a></td><td class="indexvalue">Classification of scene query hits (intersections) </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRaycastBufferN.html">PxRaycastBufferN< N ></a></td><td class="indexvalue">Returns touching raycast hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRaycastHit.html">PxRaycastHit</a></td><td class="indexvalue">Stores results of raycast queries </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRenderBuffer.html">PxRenderBuffer</a></td><td class="indexvalue">Interface for points, lines, triangles, and text buffer </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRepXInstantiationArgs.html">PxRepXInstantiationArgs</a></td><td class="indexvalue">Arguments required to instantiate a serializable object from RepX </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRepXObject.html">PxRepXObject</a></td><td class="indexvalue">Helper class containing the mapping of id to object, and type name </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRepXSerializer.html">PxRepXSerializer</a></td><td class="indexvalue">Serializer interface for RepX (Xml) serialization </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRevoluteJoint.html">PxRevoluteJoint</a></td><td class="indexvalue">A joint which behaves in a similar way to a hinge or axle </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRevoluteJointFlag.html">PxRevoluteJointFlag</a></td><td class="indexvalue">Flags specific to the Revolute Joint </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidActor.html">PxRigidActor</a></td><td class="indexvalue"><a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a> represents a base class shared between dynamic and static rigid bodies in the physics SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidActorExt.html">PxRigidActorExt</a></td><td class="indexvalue">Utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a> and subclasses </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidBody.html">PxRigidBody</a></td><td class="indexvalue"><a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a> is a base class shared between dynamic rigid body objects </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRigidBodyData.html">PxRigidBodyData</a></td><td class="indexvalue">Structure to store rigid body properties </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidBodyExt.html">PxRigidBodyExt</a></td><td class="indexvalue">Utility functions for use with <a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a> and subclasses </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRigidBodyFlag.html">PxRigidBodyFlag</a></td><td class="indexvalue">Collection of flags describing the behavior of a rigid body </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a></td><td class="indexvalue"><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> represents a dynamic rigid simulation object in the physics SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxRigidDynamicLockFlag.html">PxRigidDynamicLockFlag</a></td><td class="indexvalue">Collection of flags providing a mechanism to lock motion along/around a specific axis </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a></td><td class="indexvalue"><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a> represents a static rigid body simulation object in the physics SDK </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxScene.html">PxScene</a></td><td class="indexvalue">A scene is a collection of bodies, particle systems and constraints which can interact </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSceneDesc.html">PxSceneDesc</a></td><td class="indexvalue">Descriptor class for scenes. See <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSceneFlag.html">PxSceneFlag</a></td><td class="indexvalue">Flags for configuring properties of the scene </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSceneLimits.html">PxSceneLimits</a></td><td class="indexvalue">Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits) </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSceneQueryExt.html">PxSceneQueryExt</a></td><td class="indexvalue">Utility functions for use with <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>, related to scene queries </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSceneQueryUpdateMode.html">PxSceneQueryUpdateMode</a></td><td class="indexvalue">Scene query update mode </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSceneReadLock.html">PxSceneReadLock</a></td><td class="indexvalue">RAII wrapper for the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a> read lock </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSceneWriteLock.html">PxSceneWriteLock</a></td><td class="indexvalue">RAII wrapper for the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a> write lock </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSerialization.html">PxSerialization</a></td><td class="indexvalue">Utility functions for serialization </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSerialization_1_1PxXmlMiscParameter.html">PxSerialization::PxSerialization::PxXmlMiscParameter</a></td><td class="indexvalue">Additional <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a> and <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK.">PxPhysics</a> options stored in XML serialized data </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSerializationContext.html">PxSerializationContext</a></td><td class="indexvalue">Binary serialization context class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSerializationRegistry.html">PxSerializationRegistry</a></td><td class="indexvalue">Class serving as a registry for XML (RepX) and binary serializable types </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSerializer.html">PxSerializer</a></td><td class="indexvalue">Serialization interface class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSerializerDefaultAdapter.html">PxSerializerDefaultAdapter< T ></a></td><td class="indexvalue">Default <a class="el" href="classPxSerializer.html" title="Serialization interface class.">PxSerializer</a> implementation </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxShape.html">PxShape</a></td><td class="indexvalue">Abstract class for collision shapes </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxShapeExt.html">PxShapeExt</a></td><td class="indexvalue">Utility functions for use with <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxShapeFlag.html">PxShapeFlag</a></td><td class="indexvalue">Flags which affect the behavior of PxShapes </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSimpleTriangleMesh.html">PxSimpleTriangleMesh</a></td><td class="indexvalue">A structure describing a triangle mesh </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a></td><td class="indexvalue">An interface class that the user can implement in order to receive simulation events </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a></td><td class="indexvalue">Filter callback to specify handling of collision pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSimulationStatistics.html">PxSimulationStatistics</a></td><td class="indexvalue">Class used to retrieve statistics for a simulation step </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSpatialIndex.html">PxSpatialIndex</a></td><td class="indexvalue">Direct access to PhysX' Spatial Query engine </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSpatialIndexItem.html">PxSpatialIndexItem</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSpatialLocationCallback.html">PxSpatialLocationCallback</a></td><td class="indexvalue">Callback class for raycast and sweep queries against <a class="el" href="classPxSpatialIndex.html" title="provides direct access to PhysX' Spatial Query engine">PxSpatialIndex</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSpatialOverlapCallback.html">PxSpatialOverlapCallback</a></td><td class="indexvalue">Callback class for overlap queries against <a class="el" href="classPxSpatialIndex.html" title="provides direct access to PhysX' Spatial Query engine">PxSpatialIndex</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSphereGeometry.html">PxSphereGeometry</a></td><td class="indexvalue">A class representing the geometry of a sphere </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSphericalJoint.html">PxSphericalJoint</a></td><td class="indexvalue">A joint which behaves in a similar way to a ball and socket </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSphericalJointFlag.html">PxSphericalJointFlag</a></td><td class="indexvalue">Flags specific to the spherical joint </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxSpring.html">PxSpring</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxStridedData.html">PxStridedData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxStrideIterator.html">PxStrideIterator< T ></a></td><td class="indexvalue">Iterator class for iterating over arrays of data that may be interleaved with other data </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxStringTable.html">PxStringTable</a></td><td class="indexvalue">Table to manage strings. Strings allocated through this object are expected to be owned by this object </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxStringTableExt.html">PxStringTableExt</a></td><td class="indexvalue">Factory class for creating <a class="el" href="classPxStringTable.html" title="a table to manage strings. Strings allocated through this object are expected to...">PxStringTable</a> with a specific allocator </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSweepBufferN.html">PxSweepBufferN< N ></a></td><td class="indexvalue">Returns touching sweep hits to the user in a fixed size array embedded in the buffer class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxSweepHit.html">PxSweepHit</a></td><td class="indexvalue">Stores results of sweep queries </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTolerancesScale.html">PxTolerancesScale</a></td><td class="indexvalue">Class to define the scale at which simulation runs. Most simulation tolerances are calculated in terms of the values here </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTransform.html">PxTransform</a></td><td class="indexvalue">Class representing a rigid euclidean transform as a quaternion and a vector </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTriangle.html">PxTriangle</a></td><td class="indexvalue">Triangle class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTriangleMesh.html">PxTriangleMesh</a></td><td class="indexvalue">A triangle mesh, also called a 'polygon soup' </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTriangleMeshCookingResult.html">PxTriangleMeshCookingResult</a></td><td class="indexvalue">Result from triangle mesh cooking </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTriangleMeshDesc.html">PxTriangleMeshDesc</a></td><td class="indexvalue">Descriptor class for <a class="el" href="classPxTriangleMesh.html" title="A triangle mesh, also called a 'polygon soup'.">PxTriangleMesh</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTriangleMeshFlag.html">PxTriangleMeshFlag</a></td><td class="indexvalue">Flags for the mesh geometry properties </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxTriangleMeshGeometry.html">PxTriangleMeshGeometry</a></td><td class="indexvalue">Triangle mesh geometry class </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTriggerPair.html">PxTriggerPair</a></td><td class="indexvalue">Descriptor for a trigger pair </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTriggerPairFlag.html">PxTriggerPairFlag</a></td><td class="indexvalue">Collection of flags providing information on trigger report pairs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTypedStridedData.html">PxTypedStridedData< TDataType ></a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxTypeInfo.html">PxTypeInfo< T ></a></td><td class="indexvalue">Structure containing per-type information for types inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxUserControllerHitReport.html">PxUserControllerHitReport</a></td><td class="indexvalue">User callback class for character controller events </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVec2.html">PxVec2</a></td><td class="indexvalue">2 Element vector class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVec3.html">PxVec3</a></td><td class="indexvalue">3 Element vector class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVec4.html">PxVec4</a></td><td class="indexvalue">4 Element vector class </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleAckermannGeometryData.html">PxVehicleAckermannGeometryData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleAntiRollBarData.html">PxVehicleAntiRollBarData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleAutoBoxData.html">PxVehicleAutoBoxData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleChassisData.html">PxVehicleChassisData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleClutchAccuracyMode.html">PxVehicleClutchAccuracyMode</a></td><td class="indexvalue">Choose between a potentially more expensive but more accurate solution to the clutch model or a potentially cheaper but less accurate solution </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleClutchData.html">PxVehicleClutchData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleConcreteType.html">PxVehicleConcreteType</a></td><td class="indexvalue">An enumeration of concrete vehicle classes inheriting from <a class="el" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection.">PxBase</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleConcurrentUpdateData.html">PxVehicleConcurrentUpdateData</a></td><td class="indexvalue">Structure containing data that is computed for a vehicle and its wheels during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleCopyDynamicsMap.html">PxVehicleCopyDynamicsMap</a></td><td class="indexvalue">Used by PxVehicleCopyDynamicsData </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDifferential4WData.html">PxVehicleDifferential4WData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDifferentialNWData.html">PxVehicleDifferentialNWData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDrivableSurfaceToTireFrictionPairs.html">PxVehicleDrivableSurfaceToTireFrictionPairs</a></td><td class="indexvalue">Friction for each combination of driving surface type and tire type </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDrivableSurfaceType.html">PxVehicleDrivableSurfaceType</a></td><td class="indexvalue">Driving surface type. Each <a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a> is associated with a corresponding <a class="el" href="structPxVehicleDrivableSurfaceType.html" title="Driving surface type. Each PxMaterial is associated with a corresponding PxVehicleDrivableSurfaceTyp...">PxVehicleDrivableSurfaceType</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDrive.html">PxVehicleDrive</a></td><td class="indexvalue">A complete vehicle with instance dynamics data and configuration data for wheels and engine,clutch,gears,autobox </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDrive4W.html">PxVehicleDrive4W</a></td><td class="indexvalue">Data structure with instanced dynamics data and configuration data of a vehicle with up to 4 driven wheels and up to 16 non-driven wheels </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDrive4WControl.html">PxVehicleDrive4WControl</a></td><td class="indexvalue">The control inputs for a <a class="el" href="classPxVehicleDrive4W.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with...">PxVehicleDrive4W</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDrive4WRawInputData.html">PxVehicleDrive4WRawInputData</a></td><td class="indexvalue">Used to produce smooth vehicle driving control values from analog and digital inputs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDrive4WWheelOrder.html">PxVehicleDrive4WWheelOrder</a></td><td class="indexvalue">The ordering of the driven and steered wheels of a <a class="el" href="classPxVehicleDrive4W.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with...">PxVehicleDrive4W</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveDynData.html">PxVehicleDriveDynData</a></td><td class="indexvalue">Data structure with instanced dynamics data for vehicle with engine, clutch, gears, autobox </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveNW.html">PxVehicleDriveNW</a></td><td class="indexvalue">Data structure with instanced dynamics data and configuration data of a vehicle with up to PX_MAX_NB_WHEELS driven wheels </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDriveNWControl.html">PxVehicleDriveNWControl</a></td><td class="indexvalue">The control inputs for a <a class="el" href="classPxVehicleDriveNW.html" title="Data structure with instanced dynamics data and configuration data of a vehicle with...">PxVehicleDriveNW</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveNWRawInputData.html">PxVehicleDriveNWRawInputData</a></td><td class="indexvalue">Used to produce smooth vehicle driving control values from analog and digital inputs </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveSimData.html">PxVehicleDriveSimData</a></td><td class="indexvalue">Data structure describing non-wheel configuration data of a vehicle that has engine, gears, clutch, and auto-box </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveSimData4W.html">PxVehicleDriveSimData4W</a></td><td class="indexvalue">Data structure describing the drive model components of a vehicle with up to 4 driven wheels and up to 16 un-driven wheels. The drive model incorporates engine, clutch, gears, autobox, differential, and Ackermann steer correction </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveSimDataNW.html">PxVehicleDriveSimDataNW</a></td><td class="indexvalue">Data structure describing configuration data of a vehicle with up to PX_MAX_NB_WHEELS driven equally through the differential. The vehicle has an engine, clutch, gears, autobox, differential </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveTank.html">PxVehicleDriveTank</a></td><td class="indexvalue">Data structure with instanced dynamics data and configuration data of a tank </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDriveTankControl.html">PxVehicleDriveTankControl</a></td><td class="indexvalue">The control inputs for a <a class="el" href="classPxVehicleDriveTank.html" title="Data structure with instanced dynamics data and configuration data of a tank.">PxVehicleDriveTank</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDriveTankControlModel.html">PxVehicleDriveTankControlModel</a></td><td class="indexvalue">Two driving models are supported </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleDriveTankRawInputData.html">PxVehicleDriveTankRawInputData</a></td><td class="indexvalue">Used to produce smooth analog tank control values from analog and digital inputs </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleDriveTankWheelOrder.html">PxVehicleDriveTankWheelOrder</a></td><td class="indexvalue">The ordering of the wheels of a <a class="el" href="classPxVehicleDriveTank.html" title="Data structure with instanced dynamics data and configuration data of a tank.">PxVehicleDriveTank</a> </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleEngineData.html">PxVehicleEngineData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleGearsData.html">PxVehicleGearsData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleKeySmoothingData.html">PxVehicleKeySmoothingData</a></td><td class="indexvalue">Used to produce smooth vehicle driving control values from key inputs </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleNoDrive.html">PxVehicleNoDrive</a></td><td class="indexvalue">Data structure with instanced dynamics data and configuration data of a vehicle with no drive model </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehiclePadSmoothingData.html">PxVehiclePadSmoothingData</a></td><td class="indexvalue">Used to produce smooth analog vehicle control values from analog inputs </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleSuspensionData.html">PxVehicleSuspensionData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleTireData.html">PxVehicleTireData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleTireLoadFilterData.html">PxVehicleTireLoadFilterData</a></td><td class="indexvalue">Tire load variation can be strongly dependent on the time-step so it is a good idea to filter it to give less jerky handling behavior </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleTypes.html">PxVehicleTypes</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleUpdateMode.html">PxVehicleUpdateMode</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleWheelConcurrentUpdateData.html">PxVehicleWheelConcurrentUpdateData</a></td><td class="indexvalue">Structure containing data that is computed for a wheel during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleWheelData.html">PxVehicleWheelData</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVehicleWheelQueryResult.html">PxVehicleWheelQueryResult</a></td><td class="indexvalue"></td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleWheels.html">PxVehicleWheels</a></td><td class="indexvalue">Data structure with instanced dynamics data and configuration data of a vehicle with just wheels </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleWheelsDynData.html">PxVehicleWheelsDynData</a></td><td class="indexvalue">Data structure with instanced dynamics data for wheels </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVehicleWheelsSimData.html">PxVehicleWheelsSimData</a></td><td class="indexvalue">Data structure describing configuration data of a vehicle with up to 20 wheels </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVisualizationParameter.html">PxVisualizationParameter</a></td><td class="indexvalue">Debug visualization parameters </td></tr>
<tr><td class="indexkey"><a class="el" href="classPxVolumeCache.html">PxVolumeCache</a></td><td class="indexvalue">Volumetric cache for local collision geometry </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxVolumeCache_1_1Iterator.html">PxVolumeCache::PxVolumeCache::Iterator</a></td><td class="indexvalue">A callback wrapper class for use with <a class="el" href="classPxVolumeCache.html#e589287aa090d15e8bd13efd7a80285b" title="Iterates over the scene shapes overlapping with the cache volume.">PxVolumeCache::forEach</a> function </td></tr>
<tr><td class="indexkey"><a class="el" href="structPxWheelQueryResult.html">PxWheelQueryResult</a></td><td class="indexvalue">Structure containing data describing the non-persistent state of each suspension/wheel/tire unit. This structure is filled out in PxVehicleUpdates and PxVehicleUpdateSingleVehicleAndStoreTelemetryData </td></tr>
<tr><td class="indexkey"><a class="el" href="classRaycastCCDManager.html">RaycastCCDManager</a></td><td class="indexvalue">Raycast-CCD manager </td></tr>
</table>
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