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<html>
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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxActor Class Reference</title>
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<h1>PxActor Class Reference<br>
<small>
[<a class="el" href="group__physics.html">Physics</a>]</small>
</h1><!-- doxytag: class="PxActor" --><!-- doxytag: inherits="PxBase" --><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.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="PxActor_8h-source.html">PxActor.h</a>></code>
<p>
<div class="dynheader">
Inheritance diagram for PxActor:</div>
<div class="dynsection">
<p><center><img src="classPxActor__inherit__graph.png" border="0" usemap="#PxActor__inherit__map" alt="Inheritance graph"></center>
<map name="PxActor__inherit__map">
<area shape="rect" href="classPxCloth.html" title="Set of connected particles tailored towards simulating character cloth." alt="PxCloth" coords="51,155,107,176"><area shape="rect" href="classPxParticleBase.html" title="The particle base class represents the shared module for particle based simulation..." alt="PxParticleBase" coords="131,155,229,176"><area shape="rect" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies..." alt="PxRigidActor" coords="261,155,344,176"><area shape="rect" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection." alt="PxBase" coords="152,16,208,37"><area shape="rect" href="classPxParticleFluid.html" title="The particle fluid class represents the main module for particle based fluid simulation..." alt="PxParticleFluid" coords="7,224,100,245"><area shape="rect" href="classPxParticleSystem.html" title="The particle system class represents the main module for particle based simulation..." alt="PxParticleSystem" coords="124,224,236,245"><area shape="rect" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects." alt="PxRigidBody" coords="260,224,345,245"><area shape="rect" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK..." alt="PxRigidStatic" coords="369,224,455,245"><area shape="rect" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body" alt="PxArticulationLink" coords="183,293,292,315"><area shape="rect" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK." alt="PxRigidDynamic" coords="316,293,420,315"></map>
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Collaboration diagram for PxActor:</div>
<div class="dynsection">
<p><center><img src="classPxActor__coll__graph.png" border="0" usemap="#PxActor__coll__map" alt="Collaboration graph"></center>
<map name="PxActor__coll__map">
<area shape="rect" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection." alt="PxBase" coords="97,106,153,128"><area shape="rect" href="classPxFlags.html" title="PxFlags\< PxBaseFlag::Enum, PxU16 \>" alt="PxFlags\< PxBaseFlag::Enum, PxU16 \>" coords="7,16,244,37"></map>
<center><font size="2">[<a target="top" href="graph_legend.html">legend</a>]</font></center></div>
<p>
<a href="classPxActor-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#589a4e70ef83b583ee6a4fc5c7767762">release</a> ()=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Deletes the actor. <a href="#589a4e70ef83b583ee6a4fc5c7767762"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7">PxActorType::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#76a3489218f85ce9fe3ffb883ba8ce63">getType</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the type of actor. <a href="#76a3489218f85ce9fe3ffb883ba8ce63"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxScene.html">PxScene</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#2bf2e48b1960ef8e4fc1a437473bd7a3">getScene</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the scene which this actor belongs to. <a href="#2bf2e48b1960ef8e4fc1a437473bd7a3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#fdcfb185892a5c8311fd0d825b0ce758">setName</a> (const char *name)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets a name string for the object that can be retrieved with <a class="el" href="classPxActor.html#1ae86d992066567c5d6bca5fe2dc656e" title="Retrieves the name string set with setName().">getName()</a>. <a href="#fdcfb185892a5c8311fd0d825b0ce758"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const char * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#1ae86d992066567c5d6bca5fe2dc656e">getName</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the name string set with <a class="el" href="classPxActor.html#fdcfb185892a5c8311fd0d825b0ce758" title="Sets a name string for the object that can be retrieved with getName().">setName()</a>. <a href="#1ae86d992066567c5d6bca5fe2dc656e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxBounds3.html">PxBounds3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#cab89ce3ee6d27b580063d131a417721">getWorldBounds</a> (float inflation=1.01f) const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the axis aligned bounding box enclosing the actor. <a href="#cab89ce3ee6d27b580063d131a417721"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#e24ff3f3ed0cb2a138b382fd0720b94f">setActorFlag</a> (<a class="el" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a> flag, bool value)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Raises or clears a particular actor flag. <a href="#e24ff3f3ed0cb2a138b382fd0720b94f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#f60720e190324e8ff36281a2360c6043">setActorFlags</a> (<a class="el" href="classPxFlags.html">PxActorFlags</a> inFlags)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">sets the actor flags <a href="#f60720e190324e8ff36281a2360c6043"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxFlags.html">PxActorFlags</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#fb92fb228de76bbcd42210d060b558d1">getActorFlags</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Reads the <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a> flags. <a href="#fb92fb228de76bbcd42210d060b558d1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#614c46687cf76eb219ce47927fc90824">setDominanceGroup</a> (<a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> dominanceGroup)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Assigns dynamic actors a dominance group identifier. <a href="#614c46687cf76eb219ce47927fc90824"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#24602fee489b3e797ff0f82613eef755">getDominanceGroup</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the value set with <a class="el" href="classPxActor.html#614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier.">setDominanceGroup()</a>. <a href="#24602fee489b3e797ff0f82613eef755"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#9bb8613863cf1d73e4d0c0227f25bc6e">setOwnerClient</a> (<a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> inClient)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the owner client of an actor. <a href="#9bb8613863cf1d73e4d0c0227f25bc6e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#660828fb83c91f0ada2ca43e06aa2b35">getOwnerClient</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns the owner client that was specified with at creation time. <a href="#660828fb83c91f0ada2ca43e06aa2b35"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual PX_DEPRECATED void </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#d7b70236ed41524eda4c92636922d599">setClientBehaviorFlags</a> (<a class="el" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d">PxActorClientBehaviorFlags</a>)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the behavior bits of the actor. <a href="#d7b70236ed41524eda4c92636922d599"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual PX_DEPRECATED <br class="typebreak">
<a class="el" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d">PxActorClientBehaviorFlags</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#aa4982d615ec8f9437319e267b50cab7">getClientBehaviorFlags</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the behavior bits of the actor. <a href="#aa4982d615ec8f9437319e267b50cab7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxAggregate.html">PxAggregate</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#aedfdd3e9acc77afc2fc0ba51d968876">getAggregate</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the aggregate the actor might be a part of. <a href="#aedfdd3e9acc77afc2fc0ba51d968876"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Public Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#ce426ce4cca4de88806beee01eb4b87e">userData</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">user can assign this to whatever, usually to create a 1:1 relationship with a user object. <a href="#ce426ce4cca4de88806beee01eb4b87e"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Protected Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#05d86747e2fc14c89497fa06c8f0f252">PxActor</a> (<a class="el" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="el" href="classPxFlags.html">PxBaseFlags</a> baseFlags)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">PX_INLINE </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#1780362a59125a7d22619937b2d7a511">PxActor</a> (<a class="el" href="classPxFlags.html">PxBaseFlags</a> baseFlags)</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#d20c683780b093e7c9348b9e0fd8836d">~PxActor</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#fe6ddb3480f61350f60496c2e903c5c7">isKindOf</a> (const char *name) const </td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns whether a given type name matches with the type of this instance. <a href="#fe6ddb3480f61350f60496c2e903c5c7"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
<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.
<p>
The actor is owned by and contained in a <a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>. <hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="05d86747e2fc14c89497fa06c8f0f252"></a><!-- doxytag: member="PxActor::PxActor" ref="05d86747e2fc14c89497fa06c8f0f252" args="(PxType concreteType, PxBaseFlags baseFlags)" -->
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<td class="memname">PX_INLINE PxActor::PxActor </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__common.html#gc1fb4b256a5d900d394e89db170a2b79">PxType</a> </td>
<td class="paramname"> <em>concreteType</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype"><a class="el" href="classPxFlags.html">PxBaseFlags</a> </td>
<td class="paramname"> <em>baseFlags</em></td><td> </td>
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<td>)</td>
<td></td><td></td><td><code> [inline, protected]</code></td>
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<a class="anchor" name="1780362a59125a7d22619937b2d7a511"></a><!-- doxytag: member="PxActor::PxActor" ref="1780362a59125a7d22619937b2d7a511" args="(PxBaseFlags baseFlags)" -->
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<td class="memname">PX_INLINE PxActor::PxActor </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxFlags.html">PxBaseFlags</a> </td>
<td class="paramname"> <em>baseFlags</em> </td>
<td> ) </td>
<td><code> [inline, protected]</code></td>
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<a class="anchor" name="d20c683780b093e7c9348b9e0fd8836d"></a><!-- doxytag: member="PxActor::~PxActor" ref="d20c683780b093e7c9348b9e0fd8836d" args="()" -->
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<td class="memname">virtual PxActor::~PxActor </td>
<td>(</td>
<td class="paramname"> </td>
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<td><code> [inline, protected, virtual]</code></td>
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<p>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="fb92fb228de76bbcd42210d060b558d1"></a><!-- doxytag: member="PxActor::getActorFlags" ref="fb92fb228de76bbcd42210d060b558d1" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="classPxFlags.html">PxActorFlags</a> PxActor::getActorFlags </td>
<td>(</td>
<td class="paramname"> </td>
<td> ) </td>
<td> const<code> [pure virtual]</code></td>
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<p>
Reads the <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a> flags.
<p>
See the list of flags <a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a><p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The values of the <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a> flags.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a> <a class="el" href="classPxActor.html#e24ff3f3ed0cb2a138b382fd0720b94f" title="Raises or clears a particular actor flag.">setActorFlag()</a> </dd></dl>
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<a class="anchor" name="aedfdd3e9acc77afc2fc0ba51d968876"></a><!-- doxytag: member="PxActor::getAggregate" ref="aedfdd3e9acc77afc2fc0ba51d968876" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="classPxAggregate.html">PxAggregate</a>* PxActor::getAggregate </td>
<td>(</td>
<td class="paramname"> </td>
<td> ) </td>
<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the aggregate the actor might be a part of.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The aggregate the actor is a part of, or NULL if the actor does not belong to an aggregate.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a> </dd></dl>
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<a class="anchor" name="aa4982d615ec8f9437319e267b50cab7"></a><!-- doxytag: member="PxActor::getClientBehaviorFlags" ref="aa4982d615ec8f9437319e267b50cab7" args="() const =0" -->
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<td class="memname">virtual PX_DEPRECATED <a class="el" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d">PxActorClientBehaviorFlags</a> PxActor::getClientBehaviorFlags </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the behavior bits of the actor.
<p>
The behavior bits determine which types of events the actor will broadcast to foreign clients.<p>
<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000005">Deprecated:</a></b></dt><dd><a class="el" href="structPxActorClientBehaviorFlag.html" title="Multiclient behavior bit flags for actors.">PxActorClientBehaviorFlag</a> feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxActorClientBehaviorFlag.html" title="Multiclient behavior bit flags for actors.">PxActorClientBehaviorFlag</a> <a class="el" href="classPxActor.html#d7b70236ed41524eda4c92636922d599" title="Sets the behavior bits of the actor.">setClientBehaviorFlags()</a> </dd></dl>
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<a class="anchor" name="24602fee489b3e797ff0f82613eef755"></a><!-- doxytag: member="PxActor::getDominanceGroup" ref="24602fee489b3e797ff0f82613eef755" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> PxActor::getDominanceGroup </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the value set with <a class="el" href="classPxActor.html#614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier.">setDominanceGroup()</a>.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The dominance group of this actor.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxActor.html#614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier.">setDominanceGroup()</a> <a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> <a class="el" href="classPxScene.html#b6d9e986e6af967d2bd60a63a0b550c4" title="Specifies the dominance behavior of contacts between two actors with two certain...">PxScene::setDominanceGroupPair()</a> </dd></dl>
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<a class="anchor" name="1ae86d992066567c5d6bca5fe2dc656e"></a><!-- doxytag: member="PxActor::getName" ref="1ae86d992066567c5d6bca5fe2dc656e" args="() const =0" -->
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<td class="memname">virtual const char* PxActor::getName </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the name string set with <a class="el" href="classPxActor.html#fdcfb185892a5c8311fd0d825b0ce758" title="Sets a name string for the object that can be retrieved with getName().">setName()</a>.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Name string associated with object.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxActor.html#fdcfb185892a5c8311fd0d825b0ce758" title="Sets a name string for the object that can be retrieved with getName().">setName()</a> </dd></dl>
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<a class="anchor" name="660828fb83c91f0ada2ca43e06aa2b35"></a><!-- doxytag: member="PxActor::getOwnerClient" ref="660828fb83c91f0ada2ca43e06aa2b35" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> PxActor::getOwnerClient </td>
<td>(</td>
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<td> ) </td>
<td> const<code> [pure virtual]</code></td>
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<p>
Returns the owner client that was specified with at creation time.
<p>
This value cannot be changed once the object is placed into the scene.<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> <a class="el" href="classPxScene.html#285849425521dd0344f55b4a7c0a834a" title="Reserves a new client ID.">PxScene::createClient()</a> </dd></dl>
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<a class="anchor" name="2bf2e48b1960ef8e4fc1a437473bd7a3"></a><!-- doxytag: member="PxActor::getScene" ref="2bf2e48b1960ef8e4fc1a437473bd7a3" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="classPxScene.html">PxScene</a>* PxActor::getScene </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the scene which this actor belongs to.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Owner Scene. NULL if not part of a scene.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a> </dd></dl>
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<a class="anchor" name="76a3489218f85ce9fe3ffb883ba8ce63"></a><!-- doxytag: member="PxActor::getType" ref="76a3489218f85ce9fe3ffb883ba8ce63" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="structPxActorType.html#25c5a270f1f5c1955a00d7554f7688d7">PxActorType::Enum</a> PxActor::getType </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the type of actor.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The actor type of the actor.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxActorType.html" title="Identifies each type of actor.">PxActorType</a> </dd></dl>
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<a class="anchor" name="cab89ce3ee6d27b580063d131a417721"></a><!-- doxytag: member="PxActor::getWorldBounds" ref="cab89ce3ee6d27b580063d131a417721" args="(float inflation=1.01f) const =0" -->
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<td class="memname">virtual <a class="el" href="classPxBounds3.html">PxBounds3</a> PxActor::getWorldBounds </td>
<td>(</td>
<td class="paramtype">float </td>
<td class="paramname"> <em>inflation</em> = <code>1.01f</code> </td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieves the axis aligned bounding box enclosing the actor.
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>inflation</em> </td><td>Scale factor for computed world bounds. Box extents are multiplied by this value.</td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The actor's bounding box.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> </dd></dl>
<p>Implemented in <a class="el" href="classPxCloth.html#86e89adaa6e6c0f7b5da218a45f4c5dc">PxCloth</a>.</p>
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<a class="anchor" name="fe6ddb3480f61350f60496c2e903c5c7"></a><!-- doxytag: member="PxActor::isKindOf" ref="fe6ddb3480f61350f60496c2e903c5c7" args="(const char *name) const " -->
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<td class="memname">virtual bool PxActor::isKindOf </td>
<td>(</td>
<td class="paramtype">const char * </td>
<td class="paramname"> <em>superClass</em> </td>
<td> ) </td>
<td> const<code> [inline, protected, virtual]</code></td>
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<p>
Returns whether a given type name matches with the type of this instance.
<p>
<p>Reimplemented from <a class="el" href="classPxBase.html#ae9d444c7cfd1715a101350a1b1226ef">PxBase</a>.</p>
<p>Reimplemented in <a class="el" href="classPxArticulationLink.html#45d7a988876af31572acca1376401c18">PxArticulationLink</a>, <a class="el" href="classPxRigidActor.html#e644382039f621f73ca7db7aa9d2e0cf">PxRigidActor</a>, <a class="el" href="classPxRigidBody.html#d2e17e08871d8a2f492aee495550a0a0">PxRigidBody</a>, <a class="el" href="classPxRigidDynamic.html#0ed60c0a05771d8679069a46b778f8f8">PxRigidDynamic</a>, <a class="el" href="classPxRigidStatic.html#b8f40a26cecf625a44d573d611e20842">PxRigidStatic</a>, <a class="el" href="classPxCloth.html#0f88ba159c4c72515ab36340d2c2dcbf">PxCloth</a>, <a class="el" href="classPxParticleBase.html#61ea48642f847d81588a2c9e442fe8a0">PxParticleBase</a>, <a class="el" href="classPxParticleFluid.html#0db52e5bf2c3ba3ee1e4c2eec3a18a74">PxParticleFluid</a>, and <a class="el" href="classPxParticleSystem.html#5ca70971bfaa280a0401152ce3fc5fe6">PxParticleSystem</a>.</p>
<p>References <a class="el" href="PxBase_8h-source.html#l00178">PxBase::isKindOf()</a>.</p>
<p>Referenced by <a class="el" href="PxRigidActor_8h-source.html#l00295">PxRigidActor::isKindOf()</a>, <a class="el" href="PxParticleBase_8h-source.html#l00456">PxParticleBase::isKindOf()</a>, and <a class="el" href="PxCloth_8h-source.html#l01001">PxCloth::isKindOf()</a>.</p>
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<a class="anchor" name="589a4e70ef83b583ee6a4fc5c7767762"></a><!-- doxytag: member="PxActor::release" ref="589a4e70ef83b583ee6a4fc5c7767762" args="()=0" -->
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<td class="memname">virtual void PxActor::release </td>
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<td><code> [pure virtual]</code></td>
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<p>
Deletes the actor.
<p>
Do not keep a reference to the deleted instance.<p>
If the actor belongs to a <a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a> object, it is automatically removed from the aggregate.<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxBase.html#fe6aedda1df0d6d29b1a28213a5ee25a" title="Releases the PxBase instance, please check documentation of release in derived class...">PxBase.release()</a>, <a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a> </dd></dl>
<p>Implements <a class="el" href="classPxBase.html#fe6aedda1df0d6d29b1a28213a5ee25a">PxBase</a>.</p>
<p>Implemented in <a class="el" href="classPxArticulationLink.html#ec08ba9942f441a813bdd07547d9b695">PxArticulationLink</a>, <a class="el" href="classPxRigidActor.html#1130f92afcba590b04b1e51b86f5377a">PxRigidActor</a>, and <a class="el" href="classPxCloth.html#8c77284f1e296248cd061a7960831780">PxCloth</a>.</p>
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<a class="anchor" name="e24ff3f3ed0cb2a138b382fd0720b94f"></a><!-- doxytag: member="PxActor::setActorFlag" ref="e24ff3f3ed0cb2a138b382fd0720b94f" args="(PxActorFlag::Enum flag, bool value)=0" -->
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<td class="memname">virtual void PxActor::setActorFlag </td>
<td>(</td>
<td class="paramtype"><a class="el" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a> </td>
<td class="paramname"> <em>flag</em>, </td>
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<td class="paramtype">bool </td>
<td class="paramname"> <em>value</em></td><td> </td>
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<td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Raises or clears a particular actor flag.
<p>
See the list of flags <a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a><p>
<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>flag</em> </td><td>The <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a> flag to raise(set) or clear. See <a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a>. </td></tr>
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>value</em> </td><td>The boolean value to assign to the flag.</td></tr>
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<b>Default:</b> <a class="el" href="structPxActorFlag.html#1bc4c717e79cd547bdbe09a179ee9f1d03bcf1cfcfcf30af05daa888272e0477" title="Enable debug renderer for this actor.">PxActorFlag::eVISUALIZATION</a><p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a> <a class="el" href="classPxActor.html#fb92fb228de76bbcd42210d060b558d1" title="Reads the PxActor flags.">getActorFlags()</a> </dd></dl>
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<a class="anchor" name="f60720e190324e8ff36281a2360c6043"></a><!-- doxytag: member="PxActor::setActorFlags" ref="f60720e190324e8ff36281a2360c6043" args="(PxActorFlags inFlags)=0" -->
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<td class="memname">virtual void PxActor::setActorFlags </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxFlags.html">PxActorFlags</a> </td>
<td class="paramname"> <em>inFlags</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
sets the actor flags
<p>
See the list of flags <a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a> <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxActorFlag.html" title="Flags which control the behavior of an actor.">PxActorFlag</a> <a class="el" href="classPxActor.html#e24ff3f3ed0cb2a138b382fd0720b94f" title="Raises or clears a particular actor flag.">setActorFlag()</a> </dd></dl>
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<a class="anchor" name="d7b70236ed41524eda4c92636922d599"></a><!-- doxytag: member="PxActor::setClientBehaviorFlags" ref="d7b70236ed41524eda4c92636922d599" args="(PxActorClientBehaviorFlags)=0" -->
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<td class="memname">virtual PX_DEPRECATED void PxActor::setClientBehaviorFlags </td>
<td>(</td>
<td class="paramtype"><a class="el" href="PxClient_8h.html#1e59792b13a65e6152d785fb8e91b92d">PxActorClientBehaviorFlags</a> </td>
<td class="paramname"> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Sets the behavior bits of the actor.
<p>
The behavior bits determine which types of events the actor will broadcast to foreign clients. The actor will always send notice for all possible events to its own owner client. By default it will not send any events to any other clients. If the user however raises a bit flag for any event type using this function, that event will then be sent also to any other clients which are programmed to listed to foreign actor events of that type.<p>
<dl compact><dt><b><a class="el" href="deprecated.html#_deprecated000004">Deprecated:</a></b></dt><dd><a class="el" href="structPxActorClientBehaviorFlag.html" title="Multiclient behavior bit flags for actors.">PxActorClientBehaviorFlag</a> feature has been deprecated in PhysX version 3.4</dd></dl>
<b>Default:</b> 0<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> <a class="el" href="structPxActorClientBehaviorFlag.html" title="Multiclient behavior bit flags for actors.">PxActorClientBehaviorFlag</a> <a class="el" href="classPxScene.html#6f61e48083f63f6fac343a3b1d8b2ddc" title="Sets behavior bits for a client.">PxScene::setClientBehaviorFlags()</a> </dd></dl>
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<a class="anchor" name="614c46687cf76eb219ce47927fc90824"></a><!-- doxytag: member="PxActor::setDominanceGroup" ref="614c46687cf76eb219ce47927fc90824" args="(PxDominanceGroup dominanceGroup)=0" -->
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<td class="memname">virtual void PxActor::setDominanceGroup </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> </td>
<td class="paramname"> <em>dominanceGroup</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Assigns dynamic actors a dominance group identifier.
<p>
PxDominanceGroup is a 5 bit group identifier (legal range from 0 to 31).<p>
The <a class="el" href="classPxScene.html#b6d9e986e6af967d2bd60a63a0b550c4" title="Specifies the dominance behavior of contacts between two actors with two certain...">PxScene::setDominanceGroupPair()</a> lets you set certain behaviors for pairs of dominance groups. By default every dynamic actor is created in group 0.<p>
<b>Default:</b> 0<p>
<b>Sleeping:</b> Changing the dominance group does <b>NOT</b> wake the actor up automatically.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
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<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>dominanceGroup</em> </td><td>The dominance group identifier. <b>Range:</b> [0..31]</td></tr>
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<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxActor.html#24602fee489b3e797ff0f82613eef755" title="Retrieves the value set with setDominanceGroup().">getDominanceGroup()</a> <a class="el" href="group__physics.html#gf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> <a class="el" href="classPxScene.html#b6d9e986e6af967d2bd60a63a0b550c4" title="Specifies the dominance behavior of contacts between two actors with two certain...">PxScene::setDominanceGroupPair()</a> </dd></dl>
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<a class="anchor" name="fdcfb185892a5c8311fd0d825b0ce758"></a><!-- doxytag: member="PxActor::setName" ref="fdcfb185892a5c8311fd0d825b0ce758" args="(const char *name)=0" -->
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<td class="memname">virtual void PxActor::setName </td>
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<td class="paramtype">const char * </td>
<td class="paramname"> <em>name</em> </td>
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<td><code> [pure virtual]</code></td>
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Sets a name string for the object that can be retrieved with <a class="el" href="classPxActor.html#1ae86d992066567c5d6bca5fe2dc656e" title="Retrieves the name string set with setName().">getName()</a>.
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This is for debugging and is not used by the SDK. The string is not copied by the SDK, only the pointer is stored.<p>
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<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>name</em> </td><td>String to set the objects name to.</td></tr>
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<b>Default:</b> NULL<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxActor.html#1ae86d992066567c5d6bca5fe2dc656e" title="Retrieves the name string set with setName().">getName()</a> </dd></dl>
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<a class="anchor" name="9bb8613863cf1d73e4d0c0227f25bc6e"></a><!-- doxytag: member="PxActor::setOwnerClient" ref="9bb8613863cf1d73e4d0c0227f25bc6e" args="(PxClientID inClient)=0" -->
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<td class="memname">virtual void PxActor::setOwnerClient </td>
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<td class="paramtype"><a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> </td>
<td class="paramname"> <em>inClient</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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Sets the owner client of an actor.
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This cannot be done once the actor has been placed into a scene.<p>
<b>Default:</b> PX_DEFAULT_CLIENT<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> <a class="el" href="classPxScene.html#285849425521dd0344f55b4a7c0a834a" title="Reserves a new client ID.">PxScene::createClient()</a> </dd></dl>
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<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="ce426ce4cca4de88806beee01eb4b87e"></a><!-- doxytag: member="PxActor::userData" ref="ce426ce4cca4de88806beee01eb4b87e" args="" -->
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<td class="memname">void* <a class="el" href="classPxActor.html#ce426ce4cca4de88806beee01eb4b87e">PxActor::userData</a> </td>
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user can assign this to whatever, usually to create a 1:1 relationship with a user object.
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxActor_8h-source.html">PxActor.h</a></ul>
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