PxPhysics Member List
This is the complete list of members for PxPhysics, including all inherited members.createAggregate(PxU32 maxSize, bool enableSelfCollision)=0 | PxPhysics | [pure virtual] |
createArticulation()=0 | PxPhysics | [pure virtual] |
createCloth(const PxTransform &globalPose, PxClothFabric &fabric, const PxClothParticle *particles, PxClothFlags flags)=0 | PxPhysics | [pure virtual] |
createClothFabric(PxInputStream &stream)=0 | PxPhysics | [pure virtual] |
createClothFabric(const PxClothFabricDesc &desc)=0 | PxPhysics | [pure virtual] |
createConstraint(PxRigidActor *actor0, PxRigidActor *actor1, PxConstraintConnector &connector, const PxConstraintShaderTable &shaders, PxU32 dataSize)=0 | PxPhysics | [pure virtual] |
createConvexMesh(PxInputStream &stream)=0 | PxPhysics | [pure virtual] |
createHeightField(PxInputStream &stream)=0 | PxPhysics | [pure virtual] |
createMaterial(PxReal staticFriction, PxReal dynamicFriction, PxReal restitution)=0 | PxPhysics | [pure virtual] |
createParticleFluid(PxU32 maxParticles, bool perParticleRestOffset=false)=0 | PxPhysics | [pure virtual] |
createParticleSystem(PxU32 maxParticles, bool perParticleRestOffset=false)=0 | PxPhysics | [pure virtual] |
createPruningStructure(PxRigidActor *const *actors, PxU32 nbActors)=0 | PxPhysics | [pure virtual] |
createRigidDynamic(const PxTransform &pose)=0 | PxPhysics | [pure virtual] |
createRigidStatic(const PxTransform &pose)=0 | PxPhysics | [pure virtual] |
createScene(const PxSceneDesc &sceneDesc)=0 | PxPhysics | [pure virtual] |
createShape(const PxGeometry &geometry, const PxMaterial &material, bool isExclusive=false, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE) | PxPhysics | [inline] |
createShape(const PxGeometry &geometry, PxMaterial *const *materials, PxU16 materialCount, bool isExclusive=false, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)=0 | PxPhysics | [pure virtual] |
createTriangleMesh(PxInputStream &stream)=0 | PxPhysics | [pure virtual] |
getClothFabrics(PxClothFabric **userBuffer, PxU32 bufferSize) const =0 | PxPhysics | [pure virtual] |
getConvexMeshes(PxConvexMesh **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
getFoundation()=0 | PxPhysics | [pure virtual] |
getHeightFields(PxHeightField **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
getMaterials(PxMaterial **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
getNbClothFabrics() const =0 | PxPhysics | [pure virtual] |
getNbConvexMeshes() const =0 | PxPhysics | [pure virtual] |
getNbHeightFields() const =0 | PxPhysics | [pure virtual] |
getNbMaterials() const =0 | PxPhysics | [pure virtual] |
getNbScenes() const =0 | PxPhysics | [pure virtual] |
getNbShapes() const =0 | PxPhysics | [pure virtual] |
getNbTriangleMeshes() const =0 | PxPhysics | [pure virtual] |
getPhysicsInsertionCallback()=0 | PxPhysics | [pure virtual] |
getScenes(PxScene **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
getShapes(PxShape **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
getTolerancesScale() const =0 | PxPhysics | [pure virtual] |
getTriangleMeshes(PxTriangleMesh **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 | PxPhysics | [pure virtual] |
registerDeletionListener(PxDeletionListener &observer, const PxDeletionEventFlags &deletionEvents, bool restrictedObjectSet=false)=0 | PxPhysics | [pure virtual] |
registerDeletionListenerObjects(PxDeletionListener &observer, const PxBase *const *observables, PxU32 observableCount)=0 | PxPhysics | [pure virtual] |
release()=0 | PxPhysics | [pure virtual] |
unregisterDeletionListener(PxDeletionListener &observer)=0 | PxPhysics | [pure virtual] |
unregisterDeletionListenerObjects(PxDeletionListener &observer, const PxBase *const *observables, PxU32 observableCount)=0 | PxPhysics | [pure virtual] |
~PxPhysics() | PxPhysics | [inline, virtual] |
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