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<html>
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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxController Class Reference</title>
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<h1>PxController Class Reference<br>
<small>
[<a class="el" href="group__character.html">Character</a>]</small>
</h1><!-- doxytag: class="PxController" -->Base class for character controllers.
<a href="#_details">More...</a>
<p>
<code>#include <<a class="el" href="PxController_8h-source.html">PxController.h</a>></code>
<p>
<div class="dynheader">
Inheritance diagram for PxController:</div>
<div class="dynsection">
<p><center><img src="classPxController__inherit__graph.png" border="0" usemap="#PxController__inherit__map" alt="Inheritance graph"></center>
<map name="PxController__inherit__map">
<area shape="rect" href="classPxBoxController.html" title="Box character controller." alt="PxBoxController" coords="7,85,111,107"><area shape="rect" href="classPxCapsuleController.html" title="A capsule character controller." alt="PxCapsuleController" coords="135,85,265,107"></map>
<center><font size="2">[<a target="top" href="graph_legend.html">legend</a>]</font></center></div>
<p>
<a href="classPxController-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 <a class="el" href="structPxControllerShapeType.html#46022b44cb41038a1b05bcaa6e043d03">PxControllerShapeType::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#d98589ad22dcdcedaf1c5fa9f0f40b53">getType</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Return the type of controller. <a href="#d98589ad22dcdcedaf1c5fa9f0f40b53"></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="classPxController.html#0ed314c5bf5dd95f9f340de15efb5776">release</a> ()=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Releases the controller. <a href="#0ed314c5bf5dd95f9f340de15efb5776"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxFlags.html">PxControllerCollisionFlags</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782">move</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &disp, PxF32 minDist, PxF32 elapsedTime, const <a class="el" href="classPxControllerFilters.html">PxControllerFilters</a> &filters, const <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a> *obstacles=NULL)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Moves the character using a "collide-and-slide" algorithm. <a href="#1cbd9da6b634f45585df92bb71e37782"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#2687b4fabb77f2998ce31bffccc74a78">setPosition</a> (const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> &position)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets controller's position. <a href="#2687b4fabb77f2998ce31bffccc74a78"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#ca54bef0663caf75613a5542e54d318e">getPosition</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the raw position of the controller. <a href="#ca54bef0663caf75613a5542e54d318e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#b09889972859bf03168d1d48434094ff">setFootPosition</a> (const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> &position)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Set controller's foot position. <a href="#b09889972859bf03168d1d48434094ff"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#401af38fab565432d05b87112b26b816">getFootPosition</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the "foot" position of the controller, i.e. the position of the bottom of the CCT's shape. <a href="#401af38fab565432d05b87112b26b816"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#3754e17468322484fa5fd7034a208653">getActor</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Get the rigid body actor associated with this controller (see PhysX documentation). The behavior upon manually altering this actor is undefined, you should primarily use it for reading const properties. <a href="#3754e17468322484fa5fd7034a208653"></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="classPxController.html#6cad9ee5c32ccbf80ec47465a07dcdc3">setStepOffset</a> (const PxF32 offset)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">The step height. <a href="#6cad9ee5c32ccbf80ec47465a07dcdc3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual PxF32 </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#2a46763eb7541abe5d1c73eacca4639c">getStepOffset</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the step height. <a href="#2a46763eb7541abe5d1c73eacca4639c"></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="classPxController.html#8f30123d5e7d45c6fdb1992cf8c748ef">setNonWalkableMode</a> (<a class="el" href="structPxControllerNonWalkableMode.html#4dd560c274d7c9076469ae267ffa87f2">PxControllerNonWalkableMode::Enum</a> flag)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the non-walkable mode for the CCT. <a href="#8f30123d5e7d45c6fdb1992cf8c748ef"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br class="typebreak">
<a class="el" href="structPxControllerNonWalkableMode.html#4dd560c274d7c9076469ae267ffa87f2">PxControllerNonWalkableMode::Enum</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#d16b10c1e20376c23ce81af23b5ef880">getNonWalkableMode</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the non-walkable mode for the CCT. <a href="#d16b10c1e20376c23ce81af23b5ef880"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual PxF32 </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#836a426813b11552b4dfb481e0ba576f">getContactOffset</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the contact offset. <a href="#836a426813b11552b4dfb481e0ba576f"></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="classPxController.html#6bf15ba0b66b3f271fdb2f2c6cb8c68b">setContactOffset</a> (PxF32 offset)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the contact offset. <a href="#6bf15ba0b66b3f271fdb2f2c6cb8c68b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxVec3.html">PxVec3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#d8fe2f181b59bcbee150f786bb41adfe">getUpDirection</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the 'up' direction. <a href="#d8fe2f181b59bcbee150f786bb41adfe"></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="classPxController.html#3393ba5043c3534712d8f362a9872cfc">setUpDirection</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &up)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the 'up' direction. <a href="#3393ba5043c3534712d8f362a9872cfc"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual PxF32 </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#7e03e7863dd2036f673b084f3ce94629">getSlopeLimit</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the slope limit. <a href="#7e03e7863dd2036f673b084f3ce94629"></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="classPxController.html#5e3a554fe03319301360df65122f22c8">setSlopeLimit</a> (PxF32 slopeLimit)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the slope limit. <a href="#5e3a554fe03319301360df65122f22c8"></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="classPxController.html#4d65669022c2f65926fde8112e72c500">invalidateCache</a> ()=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Flushes internal geometry cache. <a href="#4d65669022c2f65926fde8112e72c500"></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="classPxController.html#3a7134907855142bcae10e462958a61e">getScene</a> ()=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the scene associated with the controller. <a href="#3a7134907855142bcae10e462958a61e"></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="classPxController.html#74cdda2b323e76b66ffc6a5c02376e92">getUserData</a> () const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns the user data associated with this controller. <a href="#74cdda2b323e76b66ffc6a5c02376e92"></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="classPxController.html#2b6c1841bafa53877baa3dca8543c9ca">setUserData</a> (void *userData)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Sets the user data associated with this controller. <a href="#2b6c1841bafa53877baa3dca8543c9ca"></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="classPxController.html#d694218683ad584f6120bc001c0d1616">getState</a> (<a class="el" href="structPxControllerState.html">PxControllerState</a> &state) const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns information about the controller's internal state. <a href="#d694218683ad584f6120bc001c0d1616"></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="classPxController.html#e98a10df99157bdaed67a05795fb3599">getStats</a> (<a class="el" href="structPxControllerStats.html">PxControllerStats</a> &stats) const =0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Returns the controller's internal statistics. <a href="#e98a10df99157bdaed67a05795fb3599"></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="classPxController.html#4b982db163cd5189357eee4c26430cf6">resize</a> (PxReal height)=0</td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Resizes the controller. <a href="#4b982db163cd5189357eee4c26430cf6"></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="classPxController.html#4694a2b9523adf437e190e0d15257ef1">PxController</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxController.html#b4f1f687e01ff03d36cf295da28ee381">~PxController</a> ()</td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Base class for character controllers.
<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxCapsuleController.html" title="A capsule character controller.">PxCapsuleController</a> <a class="el" href="classPxBoxController.html" title="Box character controller.">PxBoxController</a> </dd></dl>
<hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="4694a2b9523adf437e190e0d15257ef1"></a><!-- doxytag: member="PxController::PxController" ref="4694a2b9523adf437e190e0d15257ef1" args="()" -->
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<td class="memname">PX_INLINE PxController::PxController </td>
<td>(</td>
<td class="paramname"> </td>
<td> ) </td>
<td><code> [inline, protected]</code></td>
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<a class="anchor" name="b4f1f687e01ff03d36cf295da28ee381"></a><!-- doxytag: member="PxController::~PxController" ref="b4f1f687e01ff03d36cf295da28ee381" args="()" -->
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<td class="memname">virtual PxController::~PxController </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="3754e17468322484fa5fd7034a208653"></a><!-- doxytag: member="PxController::getActor" ref="3754e17468322484fa5fd7034a208653" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxController::getActor </td>
<td>(</td>
<td class="paramname"> </td>
<td> ) </td>
<td> const<code> [pure virtual]</code></td>
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<p>
Get the rigid body actor associated with this controller (see PhysX documentation). The behavior upon manually altering this actor is undefined, you should primarily use it for reading const properties.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>the actor associated with the controller. </dd></dl>
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<a class="anchor" name="836a426813b11552b4dfb481e0ba576f"></a><!-- doxytag: member="PxController::getContactOffset" ref="836a426813b11552b4dfb481e0ba576f" args="() const =0" -->
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<td class="memname">virtual PxF32 PxController::getContactOffset </td>
<td>(</td>
<td class="paramname"> </td>
<td> ) </td>
<td> const<code> [pure virtual]</code></td>
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<p>
Retrieve the contact offset.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The contact offset for the controller.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#811b0354ee3c9c037dca94f7cae4205e" title="The contact offset used by the controller.">PxControllerDesc.contactOffset</a> </dd></dl>
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<a class="anchor" name="401af38fab565432d05b87112b26b816"></a><!-- doxytag: member="PxController::getFootPosition" ref="401af38fab565432d05b87112b26b816" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> PxController::getFootPosition </td>
<td>(</td>
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<td> const<code> [pure virtual]</code></td>
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<p>
Retrieve the "foot" position of the controller, i.e. the position of the bottom of the CCT's shape.
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>The foot position takes the contact offset into account</dd></dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The controller's foot position</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#32b1a3f9f58902b31058b9c076fd8ae3" title="The position of the character.">PxControllerDesc.position</a> <a class="el" href="classPxController.html#2687b4fabb77f2998ce31bffccc74a78" title="Sets controller's position.">setPosition()</a> <a class="el" href="classPxController.html#ca54bef0663caf75613a5542e54d318e" title="Retrieve the raw position of the controller.">getPosition()</a> <a class="el" href="classPxController.html#b09889972859bf03168d1d48434094ff" title="Set controller's foot position.">setFootPosition()</a> <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> </dd></dl>
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<a class="anchor" name="d16b10c1e20376c23ce81af23b5ef880"></a><!-- doxytag: member="PxController::getNonWalkableMode" ref="d16b10c1e20376c23ce81af23b5ef880" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="structPxControllerNonWalkableMode.html#4dd560c274d7c9076469ae267ffa87f2">PxControllerNonWalkableMode::Enum</a> PxController::getNonWalkableMode </td>
<td>(</td>
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<p>
Retrieves the non-walkable mode for the CCT.
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The current non-walkable mode.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxControllerNonWalkableMode.html" title="specifies how a CCT interacts with non-walkable parts.">PxControllerNonWalkableMode</a> </dd></dl>
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<a class="anchor" name="ca54bef0663caf75613a5542e54d318e"></a><!-- doxytag: member="PxController::getPosition" ref="ca54bef0663caf75613a5542e54d318e" args="() const =0" -->
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<td class="memname">virtual const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a>& PxController::getPosition </td>
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<p>
Retrieve the raw position of the controller.
<p>
The position retrieved by this function is the center of the collision shape. To retrieve the bottom position of the shape, a.k.a. the foot position, use the <a class="el" href="classPxController.html#401af38fab565432d05b87112b26b816" title="Retrieve the "foot" position of the controller, i.e. the position of the...">getFootPosition()</a> function.<p>
The position is updated by calls to <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a>. Calling this method without calling <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> will return the last position or the initial position of the controller.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The controller's center position</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#32b1a3f9f58902b31058b9c076fd8ae3" title="The position of the character.">PxControllerDesc.position</a> <a class="el" href="classPxController.html#2687b4fabb77f2998ce31bffccc74a78" title="Sets controller's position.">setPosition()</a> <a class="el" href="classPxController.html#401af38fab565432d05b87112b26b816" title="Retrieve the "foot" position of the controller, i.e. the position of the...">getFootPosition()</a> <a class="el" href="classPxController.html#b09889972859bf03168d1d48434094ff" title="Set controller's foot position.">setFootPosition()</a> <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> </dd></dl>
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<a class="anchor" name="3a7134907855142bcae10e462958a61e"></a><!-- doxytag: member="PxController::getScene" ref="3a7134907855142bcae10e462958a61e" args="()=0" -->
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<td class="memname">virtual <a class="el" href="classPxScene.html">PxScene</a>* PxController::getScene </td>
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<td><code> [pure virtual]</code></td>
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<p>
Retrieve the scene associated with the controller.
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The physics scene </dd></dl>
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<a class="anchor" name="7e03e7863dd2036f673b084f3ce94629"></a><!-- doxytag: member="PxController::getSlopeLimit" ref="7e03e7863dd2036f673b084f3ce94629" args="() const =0" -->
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<td class="memname">virtual PxF32 PxController::getSlopeLimit </td>
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<td> const<code> [pure virtual]</code></td>
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Retrieve the slope limit.
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The slope limit for the controller.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#adb1325a040c61b6cd29cfa94d24c180" title="The maximum slope which the character can walk up.">PxControllerDesc.slopeLimit</a> </dd></dl>
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<a class="anchor" name="d694218683ad584f6120bc001c0d1616"></a><!-- doxytag: member="PxController::getState" ref="d694218683ad584f6120bc001c0d1616" args="(PxControllerState &state) const =0" -->
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<td class="memname">virtual void PxController::getState </td>
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<td class="paramtype"><a class="el" href="structPxControllerState.html">PxControllerState</a> & </td>
<td class="paramname"> <em>state</em> </td>
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<p>
Returns information about the controller's internal state.
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<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><tt>[out]</tt> </td><td valign="top"><em>state</em> </td><td>The controller's internal state</td></tr>
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<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxControllerState.html" title="Describes a controller's internal state.">PxControllerState</a> </dd></dl>
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<a class="anchor" name="e98a10df99157bdaed67a05795fb3599"></a><!-- doxytag: member="PxController::getStats" ref="e98a10df99157bdaed67a05795fb3599" args="(PxControllerStats &stats) const =0" -->
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<td class="memname">virtual void PxController::getStats </td>
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<td class="paramtype"><a class="el" href="structPxControllerStats.html">PxControllerStats</a> & </td>
<td class="paramname"> <em>stats</em> </td>
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<td> const<code> [pure virtual]</code></td>
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Returns the controller's internal statistics.
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<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><tt>[out]</tt> </td><td valign="top"><em>stats</em> </td><td>The controller's internal statistics</td></tr>
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<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxControllerStats.html" title="Describes a controller's internal statistics.">PxControllerStats</a> </dd></dl>
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<a class="anchor" name="2a46763eb7541abe5d1c73eacca4639c"></a><!-- doxytag: member="PxController::getStepOffset" ref="2a46763eb7541abe5d1c73eacca4639c" args="() const =0" -->
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<td class="memname">virtual PxF32 PxController::getStepOffset </td>
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Retrieve the step height.
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The step offset for the controller.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxController.html#6cad9ee5c32ccbf80ec47465a07dcdc3" title="The step height.">setStepOffset()</a> </dd></dl>
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<a class="anchor" name="d98589ad22dcdcedaf1c5fa9f0f40b53"></a><!-- doxytag: member="PxController::getType" ref="d98589ad22dcdcedaf1c5fa9f0f40b53" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="structPxControllerShapeType.html#46022b44cb41038a1b05bcaa6e043d03">PxControllerShapeType::Enum</a> PxController::getType </td>
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Return the type of controller.
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<dl class="see" compact><dt><b>See also:</b></dt><dd>PxControllerType </dd></dl>
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<a class="anchor" name="d8fe2f181b59bcbee150f786bb41adfe"></a><!-- doxytag: member="PxController::getUpDirection" ref="d8fe2f181b59bcbee150f786bb41adfe" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="classPxVec3.html">PxVec3</a> PxController::getUpDirection </td>
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Retrieve the 'up' direction.
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The up direction for the controller.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#f1a0990b26249f3114c41e20a9cb3087" title="Specifies the 'up' direction.">PxControllerDesc.upDirection</a> </dd></dl>
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<a class="anchor" name="74cdda2b323e76b66ffc6a5c02376e92"></a><!-- doxytag: member="PxController::getUserData" ref="74cdda2b323e76b66ffc6a5c02376e92" args="() const =0" -->
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<td class="memname">virtual void* PxController::getUserData </td>
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Returns the user data associated with this controller.
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The user pointer associated with the controller.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#b1144ac32fd0a4173e8d3136ae3e604f" title="User specified data associated with the controller.">PxControllerDesc.userData</a> </dd></dl>
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<a class="anchor" name="4d65669022c2f65926fde8112e72c500"></a><!-- doxytag: member="PxController::invalidateCache" ref="4d65669022c2f65926fde8112e72c500" args="()=0" -->
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<td class="memname">virtual void PxController::invalidateCache </td>
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<td><code> [pure virtual]</code></td>
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Flushes internal geometry cache.
<p>
The character controller uses caching in order to speed up collision testing. The cache is automatically flushed when a change to static objects is detected in the scene. For example when a static shape is added, updated, or removed from the scene, the cache is automatically invalidated.<p>
However there may be situations that cannot be automatically detected, and those require manual invalidation of the cache. Currently the user must call this when the filtering behavior changes (the <a class="el" href="classPxControllerFilters.html" title="Filtering data for "move" call.">PxControllerFilters</a> parameter of the <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">PxController::move</a> call). While the controller in principle could detect a change in these parameters, it cannot detect a change in the behavior of the filtering function.<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">PxController.move</a> </dd></dl>
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<a class="anchor" name="1cbd9da6b634f45585df92bb71e37782"></a><!-- doxytag: member="PxController::move" ref="1cbd9da6b634f45585df92bb71e37782" args="(const PxVec3 &disp, PxF32 minDist, PxF32 elapsedTime, const PxControllerFilters &filters, const PxObstacleContext *obstacles=NULL)=0" -->
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<td class="memname">virtual <a class="el" href="classPxFlags.html">PxControllerCollisionFlags</a> PxController::move </td>
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<td class="paramname"> <em>minDist</em>, </td>
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<td class="paramname"> <em>elapsedTime</em>, </td>
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<td class="paramname"> <em>filters</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">const <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a> * </td>
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<p>
Moves the character using a "collide-and-slide" algorithm.
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<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>disp</em> </td><td>Displacement vector </td></tr>
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>minDist</em> </td><td>The minimum travelled distance to consider. If travelled distance is smaller, the character doesn't move. This is used to stop the recursive motion algorithm when remaining distance to travel is small. </td></tr>
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>elapsedTime</em> </td><td>Time elapsed since last call </td></tr>
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>filters</em> </td><td>User-defined filters for this move </td></tr>
<tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>obstacles</em> </td><td>Potential additional obstacles the CCT should collide with. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Collision flags, collection of <a class="el" href="group__character.html#g3cb7e2aaf5144c3ed9bbf504c2fd66db" title="Bitfield that contains a set of raised flags defined in PxControllerCollisionFlag...">PxControllerCollisionFlags</a> </dd></dl>
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<a class="anchor" name="0ed314c5bf5dd95f9f340de15efb5776"></a><!-- doxytag: member="PxController::release" ref="0ed314c5bf5dd95f9f340de15efb5776" args="()=0" -->
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<td class="memname">virtual void PxController::release </td>
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<td><code> [pure virtual]</code></td>
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<p>
Releases the controller.
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<a class="anchor" name="4b982db163cd5189357eee4c26430cf6"></a><!-- doxytag: member="PxController::resize" ref="4b982db163cd5189357eee4c26430cf6" args="(PxReal height)=0" -->
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<td class="memname">virtual void PxController::resize </td>
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<td class="paramtype">PxReal </td>
<td class="paramname"> <em>height</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Resizes the controller.
<p>
This function attempts to resize the controller to a given size, while making sure the bottom position of the controller remains constant. In other words the function modifies both the height and the (center) position of the controller. This is a helper function that can be used to implement a 'crouch' functionality for example.<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>height</em> </td><td>Desired controller's height </td></tr>
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</dl>
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<a class="anchor" name="6bf15ba0b66b3f271fdb2f2c6cb8c68b"></a><!-- doxytag: member="PxController::setContactOffset" ref="6bf15ba0b66b3f271fdb2f2c6cb8c68b" args="(PxF32 offset)=0" -->
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<td class="memname">virtual void PxController::setContactOffset </td>
<td>(</td>
<td class="paramtype">PxF32 </td>
<td class="paramname"> <em>offset</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Sets the contact offset.
<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>offset</em> </td><td>The contact offset for the controller.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#811b0354ee3c9c037dca94f7cae4205e" title="The contact offset used by the controller.">PxControllerDesc.contactOffset</a> </dd></dl>
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<a class="anchor" name="b09889972859bf03168d1d48434094ff"></a><!-- doxytag: member="PxController::setFootPosition" ref="b09889972859bf03168d1d48434094ff" args="(const PxExtendedVec3 &position)=0" -->
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<td class="memname">virtual bool PxController::setFootPosition </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> & </td>
<td class="paramname"> <em>position</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Set controller's foot position.
<p>
The position controlled by this function is the bottom of the collision shape, a.k.a. the foot position.<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>The foot position takes the contact offset into account</dd></dl>
<dl class="warning" compact><dt><b>Warning:</b></dt><dd>This is a 'teleport' function, it doesn't check for collisions.</dd></dl>
To move the character under normal conditions use the <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> function.<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>position</em> </td><td>The new (bottom) positon for the controller. </td></tr>
</table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Currently always returns true.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#32b1a3f9f58902b31058b9c076fd8ae3" title="The position of the character.">PxControllerDesc.position</a> <a class="el" href="classPxController.html#2687b4fabb77f2998ce31bffccc74a78" title="Sets controller's position.">setPosition()</a> <a class="el" href="classPxController.html#ca54bef0663caf75613a5542e54d318e" title="Retrieve the raw position of the controller.">getPosition()</a> <a class="el" href="classPxController.html#401af38fab565432d05b87112b26b816" title="Retrieve the "foot" position of the controller, i.e. the position of the...">getFootPosition()</a> <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> </dd></dl>
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<a class="anchor" name="8f30123d5e7d45c6fdb1992cf8c748ef"></a><!-- doxytag: member="PxController::setNonWalkableMode" ref="8f30123d5e7d45c6fdb1992cf8c748ef" args="(PxControllerNonWalkableMode::Enum flag)=0" -->
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<td class="memname">virtual void PxController::setNonWalkableMode </td>
<td>(</td>
<td class="paramtype"><a class="el" href="structPxControllerNonWalkableMode.html#4dd560c274d7c9076469ae267ffa87f2">PxControllerNonWalkableMode::Enum</a> </td>
<td class="paramname"> <em>flag</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Sets the non-walkable mode for the CCT.
<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 new value of the non-walkable mode.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxControllerNonWalkableMode.html" title="specifies how a CCT interacts with non-walkable parts.">PxControllerNonWalkableMode</a> </dd></dl>
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<a class="anchor" name="2687b4fabb77f2998ce31bffccc74a78"></a><!-- doxytag: member="PxController::setPosition" ref="2687b4fabb77f2998ce31bffccc74a78" args="(const PxExtendedVec3 &position)=0" -->
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<td class="memname">virtual bool PxController::setPosition </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="structPxExtendedVec3.html">PxExtendedVec3</a> & </td>
<td class="paramname"> <em>position</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Sets controller's position.
<p>
The position controlled by this function is the center of the collision shape.<p>
<dl class="warning" compact><dt><b>Warning:</b></dt><dd>This is a 'teleport' function, it doesn't check for collisions. <p>
The character's position must be such that it does not overlap the static geometry.</dd></dl>
To move the character under normal conditions use the <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> function.<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>position</em> </td><td>The new (center) positon for the controller. </td></tr>
</table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Currently always returns true.</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#32b1a3f9f58902b31058b9c076fd8ae3" title="The position of the character.">PxControllerDesc.position</a> <a class="el" href="classPxController.html#ca54bef0663caf75613a5542e54d318e" title="Retrieve the raw position of the controller.">getPosition()</a> <a class="el" href="classPxController.html#401af38fab565432d05b87112b26b816" title="Retrieve the "foot" position of the controller, i.e. the position of the...">getFootPosition()</a> <a class="el" href="classPxController.html#b09889972859bf03168d1d48434094ff" title="Set controller's foot position.">setFootPosition()</a> <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a "collide-and-slide" algorithm.">move()</a> </dd></dl>
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<a class="anchor" name="5e3a554fe03319301360df65122f22c8"></a><!-- doxytag: member="PxController::setSlopeLimit" ref="5e3a554fe03319301360df65122f22c8" args="(PxF32 slopeLimit)=0" -->
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<td class="memname">virtual void PxController::setSlopeLimit </td>
<td>(</td>
<td class="paramtype">PxF32 </td>
<td class="paramname"> <em>slopeLimit</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
Sets the slope limit.
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>This feature can not be enabled at runtime, i.e. if the slope limit is zero when creating the CCT (which disables the feature) then changing the slope limit at runtime will not have any effect, and the call will be ignored.</dd></dl>
<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>slopeLimit</em> </td><td>The slope limit for the controller.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#adb1325a040c61b6cd29cfa94d24c180" title="The maximum slope which the character can walk up.">PxControllerDesc.slopeLimit</a> </dd></dl>
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<a class="anchor" name="6cad9ee5c32ccbf80ec47465a07dcdc3"></a><!-- doxytag: member="PxController::setStepOffset" ref="6cad9ee5c32ccbf80ec47465a07dcdc3" args="(const PxF32 offset)=0" -->
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<td class="memname">virtual void PxController::setStepOffset </td>
<td>(</td>
<td class="paramtype">const PxF32 </td>
<td class="paramname"> <em>offset</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
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<p>
The step height.
<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>offset</em> </td><td>The new step offset for the controller.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#51fe254a4807b832b2d34e884d856438" title="Defines the maximum height of an obstacle which the character can climb.">PxControllerDesc.stepOffset</a> </dd></dl>
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</div><p>
<a class="anchor" name="3393ba5043c3534712d8f362a9872cfc"></a><!-- doxytag: member="PxController::setUpDirection" ref="3393ba5043c3534712d8f362a9872cfc" args="(const PxVec3 &up)=0" -->
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<td class="memname">virtual void PxController::setUpDirection </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> & </td>
<td class="paramname"> <em>up</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
</tr>
</table>
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<p>
Sets the 'up' direction.
<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>up</em> </td><td>The up direction for the controller.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#f1a0990b26249f3114c41e20a9cb3087" title="Specifies the 'up' direction.">PxControllerDesc.upDirection</a> </dd></dl>
</div>
</div><p>
<a class="anchor" name="2b6c1841bafa53877baa3dca8543c9ca"></a><!-- doxytag: member="PxController::setUserData" ref="2b6c1841bafa53877baa3dca8543c9ca" args="(void *userData)=0" -->
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<td class="memname">virtual void PxController::setUserData </td>
<td>(</td>
<td class="paramtype">void * </td>
<td class="paramname"> <em>userData</em> </td>
<td> ) </td>
<td><code> [pure virtual]</code></td>
</tr>
</table>
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<p>
Sets the user data associated with this controller.
<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>userData</em> </td><td>The user pointer associated with the controller.</td></tr>
</table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerDesc.html#b1144ac32fd0a4173e8d3136ae3e604f" title="User specified data associated with the controller.">PxControllerDesc.userData</a> </dd></dl>
</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxController_8h-source.html">PxController.h</a></ul>
</div>
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