, including all inherited members.
APEX_ACTOR_TEMPLATE_PARAM(physx::PxDominanceGroup, DominanceGroup,(1), 0) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint8_t, ActorFlags,(1), physx::PxActorFlag::eSEND_SLEEP_NOTIFIES) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(physx::PxClientID, OwnerClient,(1), 0) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint32_t, ClientBehaviorBits,(1), 0) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint16_t, ContactReportFlags,(1), 0) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(void *, UserData,(1), NULL) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(const char *, Name,(1), NULL) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, Density,(x >=0.0f), 1.0f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint8_t, BodyFlags,(1), 0) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, WakeUpCounter,(x >=0.0f), APEX_DEFAULT_WAKE_UP_COUNTER) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, LinearDamping,(x >=0.0f), 0.0f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, AngularDamping,(x >=0.0f), 0.05f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, MaxAngularVelocity,(1), 7.0f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, SleepLinearVelocity,(1), 0.0f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint32_t, SolverIterationCount,(x >=1 &&x<=255), 4) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint32_t, VelocityIterationCount,(x >=1 &&x<=255), 1) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, ContactReportThreshold,(1), PX_MAX_F32) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, SleepThreshold,(1), 0.005f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(uint8_t, ShapeFlags,(1), physx::PxShapeFlag::eSIMULATION_SHAPE|physx::PxShapeFlag::eSCENE_QUERY_SHAPE|physx::PxShapeFlag::eVISUALIZATION) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(void *, ShapeUserData,(1), NULL) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(const char *, ShapeName,(1), NULL) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(physx::PxFilterData, SimulationFilterData,(1), physx::PxFilterData(0, 0, 0, 0)) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(physx::PxFilterData, QueryFilterData,(1), physx::PxFilterData(0, 0, 0, 0)) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, ContactOffset,(1),-1.0f) | nvidia::apex::PhysX3DescTemplate | |
APEX_ACTOR_TEMPLATE_PARAM(float, RestOffset,(1), PX_MAX_F32) | nvidia::apex::PhysX3DescTemplate | |
getMaterials(uint32_t &materialCount) const =0 | nvidia::apex::PhysX3DescTemplate | [pure virtual] |
release()=0 | nvidia::apex::PhysX3DescTemplate | [pure virtual] |
setMaterials(physx::PxMaterial **materialArray, uint32_t materialCount)=0 | nvidia::apex::PhysX3DescTemplate | [pure virtual] |
~PhysX3DescTemplate() (defined in nvidia::apex::PhysX3DescTemplate) | nvidia::apex::PhysX3DescTemplate | [inline, protected, virtual] |