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<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxControllerManager Class Reference</title>
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				<a class="qindex" href="main.html">Main Page</a> &nbsp; 
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<h1>PxControllerManager Class Reference<br>
<small>
[<a class="el" href="group__character.html">Character</a>]</small>
</h1><!-- doxytag: class="PxControllerManager" -->Manages an array of character controllers.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="PxControllerManager_8h-source.html">PxControllerManager.h</a>&gt;</code>
<p>

<p>
<a href="classPxControllerManager-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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#9aa7bd9fd20e8559488cb1866dfe5822">release</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Releases the controller manager.  <a href="#9aa7bd9fd20e8559488cb1866dfe5822"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxScene.html">PxScene</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#86e943ddc5db86e23b9f31eeff908a74">getScene</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the scene the manager is adding the controllers to.  <a href="#86e943ddc5db86e23b9f31eeff908a74"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#d1d6b4793e98229d31627a96c279171d">getNbControllers</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the number of controllers that are being managed.  <a href="#d1d6b4793e98229d31627a96c279171d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxController.html">PxController</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#42359d7248cfdf2b4722a8d4653394b5">getController</a> (<a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> index)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieve one of the controllers in the manager.  <a href="#42359d7248cfdf2b4722a8d4653394b5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxController.html">PxController</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#8e05d3238438b16de95f5f8d04b5c674">createController</a> (const <a class="el" href="classPxControllerDesc.html">PxControllerDesc</a> &amp;desc)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a new character controller.  <a href="#8e05d3238438b16de95f5f8d04b5c674"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#78043dd98d6ff9c6fec577fb367a3a1f">purgeControllers</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Releases all the controllers that are being managed.  <a href="#78043dd98d6ff9c6fec577fb367a3a1f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxRenderBuffer.html">PxRenderBuffer</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#a6b2e7140e13c739ccf089331b434606">getRenderBuffer</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieves debug data.  <a href="#a6b2e7140e13c739ccf089331b434606"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#6748551f35cb6eee1048e810f09fb9b9">setDebugRenderingFlags</a> (<a class="el" href="classPxFlags.html">PxControllerDebugRenderFlags</a> flags)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets debug rendering flags.  <a href="#6748551f35cb6eee1048e810f09fb9b9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#328d22226d7cddc2ad141a94b229a83d">getNbObstacleContexts</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns the number of obstacle contexts that are being managed.  <a href="#328d22226d7cddc2ad141a94b229a83d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#bbeb2ff37ca2eca61db437c284430441">getObstacleContext</a> (<a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> index)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Retrieve one of the obstacle contexts in the manager.  <a href="#bbeb2ff37ca2eca61db437c284430441"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#22ddf4ab29a6f71e6c053fffc02e8084">createObstacleContext</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates an obstacle context.  <a href="#22ddf4ab29a6f71e6c053fffc02e8084"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#68b50621423ec866d69fdbef95d43ae6">computeInteractions</a> (PxF32 elapsedTime, <a class="el" href="classPxControllerFilterCallback.html">PxControllerFilterCallback</a> *cctFilterCb=NULL)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Computes character-character interactions.  <a href="#68b50621423ec866d69fdbef95d43ae6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#801c7a25dc888d307bfee0e119e43724">setTessellation</a> (bool flag, float maxEdgeLength)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enables or disables runtime tessellation.  <a href="#801c7a25dc888d307bfee0e119e43724"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#7b82dfa1f30ab934fa287f1e3aabf3cf">setOverlapRecoveryModule</a> (bool flag)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enables or disables the overlap recovery module.  <a href="#7b82dfa1f30ab934fa287f1e3aabf3cf"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#aa88f335b64ec33775ec73fb532c920f">setPreciseSweeps</a> (bool flag)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enables or disables the precise sweeps.  <a href="#aa88f335b64ec33775ec73fb532c920f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#aa9553cd92772fcfc583aff5678f7ef0">setPreventVerticalSlidingAgainstCeiling</a> (bool flag)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enables or disables vertical sliding against ceilings.  <a href="#aa9553cd92772fcfc583aff5678f7ef0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#6cbb06688c15bed0838ee051127905f8">shiftOrigin</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;shift)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Shift the origin of the character controllers and obstacle objects by the specified vector.  <a href="#6cbb06688c15bed0838ee051127905f8"></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">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#801a75dc7e874c8f65e13baa5aaf6a04">PxControllerManager</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxControllerManager.html#931109408845159d19f7bf78cc6e2649">~PxControllerManager</a> ()</td></tr>

</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Manages an array of character controllers. 
<p>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxController.html" title="Base class for character controllers.">PxController</a> <a class="el" href="classPxBoxController.html" title="Box character controller.">PxBoxController</a> <a class="el" href="classPxCapsuleController.html" title="A capsule character controller.">PxCapsuleController</a> </dd></dl>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="801a75dc7e874c8f65e13baa5aaf6a04"></a><!-- doxytag: member="PxControllerManager::PxControllerManager" ref="801a75dc7e874c8f65e13baa5aaf6a04" args="()" -->
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          <td class="memname">PxControllerManager::PxControllerManager           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [inline, protected]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>

</div>
</div><p>
<a class="anchor" name="931109408845159d19f7bf78cc6e2649"></a><!-- doxytag: member="PxControllerManager::~PxControllerManager" ref="931109408845159d19f7bf78cc6e2649" args="()" -->
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          <td class="memname">virtual PxControllerManager::~PxControllerManager           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [inline, protected, virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>

</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="68b50621423ec866d69fdbef95d43ae6"></a><!-- doxytag: member="PxControllerManager::computeInteractions" ref="68b50621423ec866d69fdbef95d43ae6" args="(PxF32 elapsedTime, PxControllerFilterCallback *cctFilterCb=NULL)=0" -->
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          <td class="memname">virtual void PxControllerManager::computeInteractions           </td>
          <td>(</td>
          <td class="paramtype">PxF32&nbsp;</td>
          <td class="paramname"> <em>elapsedTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classPxControllerFilterCallback.html">PxControllerFilterCallback</a> *&nbsp;</td>
          <td class="paramname"> <em>cctFilterCb</em> = <code>NULL</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Computes character-character interactions. 
<p>
This function is an optional helper to properly resolve interactions between characters, in case they overlap (which can happen for gameplay reasons, etc).<p>
You should call this once per frame, before your <a class="el" href="classPxController.html#1cbd9da6b634f45585df92bb71e37782" title="Moves the character using a &quot;collide-and-slide&quot; algorithm.">PxController::move()</a> calls. The function will not move the characters directly, but it will compute overlap information for each character that will be used in the next move() call.<p>
You need to provide a proper time value here so that interactions are resolved in a way that do not depend on the framerate.<p>
If you only have one character in the scene, or if you can guarantee your characters will never overlap, then you do not need to call this function.<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>Releasing the manager will automatically release all the associated obstacle contexts.</dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>elapsedTime</em>&nbsp;</td><td>Elapsed time since last call </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>cctFilterCb</em>&nbsp;</td><td>Filtering callback for CCT-vs-CCT interactions </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="8e05d3238438b16de95f5f8d04b5c674"></a><!-- doxytag: member="PxControllerManager::createController" ref="8e05d3238438b16de95f5f8d04b5c674" args="(const PxControllerDesc &amp;desc)=0" -->
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          <td class="memname">virtual <a class="el" href="classPxController.html">PxController</a>* PxControllerManager::createController           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxControllerDesc.html">PxControllerDesc</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>desc</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a new character controller. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>desc</em>&nbsp;</td><td>The controllers descriptor </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The new controller</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxController.html" title="Base class for character controllers.">PxController</a> <a class="el" href="classPxController.html#0ed314c5bf5dd95f9f340de15efb5776" title="Releases the controller.">PxController.release()</a> <a class="el" href="classPxControllerDesc.html" title="Descriptor class for a character controller.">PxControllerDesc</a> </dd></dl>

</div>
</div><p>
<a class="anchor" name="22ddf4ab29a6f71e6c053fffc02e8084"></a><!-- doxytag: member="PxControllerManager::createObstacleContext" ref="22ddf4ab29a6f71e6c053fffc02e8084" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a>* PxControllerManager::createObstacleContext           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Creates an obstacle context. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>New obstacle context</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxObstacleContext.html" title="Context class for obstacles.">PxObstacleContext</a> </dd></dl>

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<a class="anchor" name="42359d7248cfdf2b4722a8d4653394b5"></a><!-- doxytag: member="PxControllerManager::getController" ref="42359d7248cfdf2b4722a8d4653394b5" args="(PxU32 index)=0" -->
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          <td class="memname">virtual <a class="el" href="classPxController.html">PxController</a>* PxControllerManager::getController           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td>
          <td class="paramname"> <em>index</em>          </td>
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          <td><code> [pure virtual]</code></td>
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<p>
Retrieve one of the controllers in the manager. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>index</em>&nbsp;</td><td>the index of the controller to return </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The controller with the specified index. </dd></dl>

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<a class="anchor" name="d1d6b4793e98229d31627a96c279171d"></a><!-- doxytag: member="PxControllerManager::getNbControllers" ref="d1d6b4793e98229d31627a96c279171d" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> PxControllerManager::getNbControllers           </td>
          <td>(</td>
          <td class="paramname">          </td>
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          <td> const<code> [pure virtual]</code></td>
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<p>
Returns the number of controllers that are being managed. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The number of controllers. </dd></dl>

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<a class="anchor" name="328d22226d7cddc2ad141a94b229a83d"></a><!-- doxytag: member="PxControllerManager::getNbObstacleContexts" ref="328d22226d7cddc2ad141a94b229a83d" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> PxControllerManager::getNbObstacleContexts           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Returns the number of obstacle contexts that are being managed. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The number of obstacle contexts. </dd></dl>

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<a class="anchor" name="bbeb2ff37ca2eca61db437c284430441"></a><!-- doxytag: member="PxControllerManager::getObstacleContext" ref="bbeb2ff37ca2eca61db437c284430441" args="(PxU32 index)=0" -->
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          <td class="memname">virtual <a class="el" href="classPxObstacleContext.html">PxObstacleContext</a>* PxControllerManager::getObstacleContext           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td>
          <td class="paramname"> <em>index</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Retrieve one of the obstacle contexts in the manager. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>index</em>&nbsp;</td><td>The index of the obstacle context to retrieve. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The obstacle context with the specified index. </dd></dl>

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<a class="anchor" name="a6b2e7140e13c739ccf089331b434606"></a><!-- doxytag: member="PxControllerManager::getRenderBuffer" ref="a6b2e7140e13c739ccf089331b434606" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classPxRenderBuffer.html">PxRenderBuffer</a>&amp; PxControllerManager::getRenderBuffer           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Retrieves debug data. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The render buffer filled with debug-render data</dd></dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerManager.html#6748551f35cb6eee1048e810f09fb9b9" title="Sets debug rendering flags.">PxControllerManager.setDebugRenderingFlags()</a> </dd></dl>

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<a class="anchor" name="86e943ddc5db86e23b9f31eeff908a74"></a><!-- doxytag: member="PxControllerManager::getScene" ref="86e943ddc5db86e23b9f31eeff908a74" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="classPxScene.html">PxScene</a>&amp; PxControllerManager::getScene           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Returns the scene the manager is adding the controllers to. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The associated physics scene. </dd></dl>

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<a class="anchor" name="78043dd98d6ff9c6fec577fb367a3a1f"></a><!-- doxytag: member="PxControllerManager::purgeControllers" ref="78043dd98d6ff9c6fec577fb367a3a1f" args="()=0" -->
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          <td class="memname">virtual void PxControllerManager::purgeControllers           </td>
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          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Releases all the controllers that are being managed. 
<p>

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<a class="anchor" name="9aa7bd9fd20e8559488cb1866dfe5822"></a><!-- doxytag: member="PxControllerManager::release" ref="9aa7bd9fd20e8559488cb1866dfe5822" args="()=0" -->
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<p>
Releases the controller manager. 
<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>This will release all associated controllers and obstacle contexts.<p>
This function is required to be called to release foundation usage. </dd></dl>

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<a class="anchor" name="6748551f35cb6eee1048e810f09fb9b9"></a><!-- doxytag: member="PxControllerManager::setDebugRenderingFlags" ref="6748551f35cb6eee1048e810f09fb9b9" args="(PxControllerDebugRenderFlags flags)=0" -->
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          <td class="memname">virtual void PxControllerManager::setDebugRenderingFlags           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxFlags.html">PxControllerDebugRenderFlags</a>&nbsp;</td>
          <td class="paramname"> <em>flags</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets debug rendering flags. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>flags</em>&nbsp;</td><td>The debug rendering flags (combination of PxControllerDebugRenderFlags)</td></tr>
  </table>
</dl>
<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxControllerManager.html#a6b2e7140e13c739ccf089331b434606" title="Retrieves debug data.">PxControllerManager.getRenderBuffer()</a> <a class="el" href="group__character.html#g2404e3aa455180820b7fa4900d75f18e" title="Bitfield that contains a set of raised flags defined in PxControllerDebugRenderFlag...">PxControllerDebugRenderFlags</a> </dd></dl>

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<a class="anchor" name="7b82dfa1f30ab934fa287f1e3aabf3cf"></a><!-- doxytag: member="PxControllerManager::setOverlapRecoveryModule" ref="7b82dfa1f30ab934fa287f1e3aabf3cf" args="(bool flag)=0" -->
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          <td class="memname">virtual void PxControllerManager::setOverlapRecoveryModule           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>flag</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Enables or disables the overlap recovery module. 
<p>
The overlap recovery module can be used to depenetrate CCTs from static objects when an overlap is detected. This can happen in three main cases:<ul>
<li>when the CCT is directly spawned or teleported in another object</li><li>when the CCT algorithm fails due to limited FPU accuracy</li><li>when the "up vector" is modified, making the rotated CCT shape overlap surrounding objects</li></ul>
<p>
When activated, the CCT module will automatically try to resolve the penetration, and move the CCT to a safe place where it does not overlap other objects anymore. This only concerns static objects, dynamic objects are ignored by the recovery module.<p>
When the recovery module is not activated, it is possible for the CCTs to go through static objects. By default, the recovery module is enabled.<p>
The recovery module currently works with all geometries except heightfields.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>flag</em>&nbsp;</td><td>True/false to enable/disable overlap recovery module. </td></tr>
  </table>
</dl>

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<a class="anchor" name="aa88f335b64ec33775ec73fb532c920f"></a><!-- doxytag: member="PxControllerManager::setPreciseSweeps" ref="aa88f335b64ec33775ec73fb532c920f" args="(bool flag)=0" -->
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          <td class="memname">virtual void PxControllerManager::setPreciseSweeps           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>flag</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Enables or disables the precise sweeps. 
<p>
Precise sweeps are more accurate, but also potentially slower than regular sweeps.<p>
By default, precise sweeps are enabled.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>flag</em>&nbsp;</td><td>True/false to enable/disable precise sweeps. </td></tr>
  </table>
</dl>

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<a class="anchor" name="aa9553cd92772fcfc583aff5678f7ef0"></a><!-- doxytag: member="PxControllerManager::setPreventVerticalSlidingAgainstCeiling" ref="aa9553cd92772fcfc583aff5678f7ef0" args="(bool flag)=0" -->
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          <td class="memname">virtual void PxControllerManager::setPreventVerticalSlidingAgainstCeiling           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>flag</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Enables or disables vertical sliding against ceilings. 
<p>
Geometry is seen as "ceilings" when the following condition is met:<p>
dot product(contact normal, up direction)&lt;0.0f<p>
This flag controls whether characters should slide vertically along the geometry in that case.<p>
By default, sliding is allowed.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>flag</em>&nbsp;</td><td>True/false to enable/disable sliding. </td></tr>
  </table>
</dl>

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</div><p>
<a class="anchor" name="801c7a25dc888d307bfee0e119e43724"></a><!-- doxytag: member="PxControllerManager::setTessellation" ref="801c7a25dc888d307bfee0e119e43724" args="(bool flag, float maxEdgeLength)=0" -->
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          <td class="memname">virtual void PxControllerManager::setTessellation           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>flag</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>maxEdgeLength</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Enables or disables runtime tessellation. 
<p>
Large triangles can create accuracy issues in the sweep code, which in turn can lead to characters not sliding smoothly against geometries, or even penetrating them. This feature allows one to reduce those issues by tessellating large triangles at runtime, before performing sweeps against them. The amount of tessellation is controlled by the 'maxEdgeLength' parameter. Any triangle with at least one edge length greater than the maxEdgeLength will get recursively tessellated, until resulting triangles are small enough.<p>
This features only applies to triangle meshes, convex meshes, heightfields and boxes.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>flag</em>&nbsp;</td><td>True/false to enable/disable runtime tessellation. </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>maxEdgeLength</em>&nbsp;</td><td>Max edge length allowed before tessellation kicks in. </td></tr>
  </table>
</dl>

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</div><p>
<a class="anchor" name="6cbb06688c15bed0838ee051127905f8"></a><!-- doxytag: member="PxControllerManager::shiftOrigin" ref="6cbb06688c15bed0838ee051127905f8" args="(const PxVec3 &amp;shift)=0" -->
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          <td class="memname">virtual void PxControllerManager::shiftOrigin           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>shift</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Shift the origin of the character controllers and obstacle objects by the specified vector. 
<p>
The positions of all character controllers, obstacle objects and the corresponding data structures will get adjusted to reflect the shifted origin location (the shift vector will get subtracted from all character controller and obstacle object positions).<p>
<dl class="note" compact><dt><b>Note:</b></dt><dd>It is the user's responsibility to keep track of the summed total origin shift and adjust all input/output to/from PhysXCharacterKinematic accordingly.<p>
This call will not automatically shift the PhysX scene and its objects. You need to call <a class="el" href="classPxScene.html#3cb2b6b3b72cefb94fa9e64ca09660f6" title="Shift the scene origin by the specified vector.">PxScene::shiftOrigin()</a> seperately to keep the systems in sync.</dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>shift</em>&nbsp;</td><td>Translation vector to shift the origin by. </td></tr>
  </table>
</dl>

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</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxControllerManager_8h-source.html">PxControllerManager.h</a></ul>
</div>

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