PxSimpleFactory.h
Go to the documentation of this file.00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2012 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_PHYSICS_EXTENSIONS_SIMPLE_FACTORY_H 00032 #define PX_PHYSICS_EXTENSIONS_SIMPLE_FACTORY_H 00033 00037 #include "common/PxPhysXCommon.h" 00038 #include "foundation/PxTransform.h" 00039 #include "foundation/PxPlane.h" 00040 00041 #ifndef PX_DOXYGEN 00042 namespace physx 00043 { 00044 #endif 00045 00046 class PxPhysics; 00047 class PxMaterial; 00048 class PxRigidActor; 00049 class PxRigidDynamic; 00050 class PxRigidStatic; 00051 class PxGeometry; 00052 00053 #ifndef PX_DOXYGEN 00054 } // namespace physx 00055 #endif 00056 00057 00073 PX_C_EXPORT physx::PxRigidDynamic* PX_CALL_CONV PxCreateDynamic(physx::PxPhysics& sdk, 00074 const physx::PxTransform& transform, 00075 const physx::PxGeometry& geometry, 00076 physx::PxMaterial& material, 00077 physx::PxReal density, 00078 const physx::PxTransform& shapeOffset = physx::PxTransform::createIdentity()); 00079 00100 PX_C_EXPORT physx::PxRigidDynamic* PX_CALL_CONV PxCreateKinematic(physx::PxPhysics& sdk, 00101 const physx::PxTransform& transform, 00102 const physx::PxGeometry& geometry, 00103 physx::PxMaterial& material, 00104 physx::PxReal density, 00105 const physx::PxTransform& shapeOffset = physx::PxTransform::createIdentity()); 00106 00120 PX_C_EXPORT physx::PxRigidStatic* PX_CALL_CONV PxCreateStatic(physx::PxPhysics& sdk, 00121 const physx::PxTransform& transform, 00122 const physx::PxGeometry& geometry, 00123 physx::PxMaterial& material, 00124 const physx::PxTransform& shapeOffset = physx::PxTransform::createIdentity()); 00125 00126 00151 PX_C_EXPORT physx::PxRigidStatic* PX_CALL_CONV PxCloneStatic(physx::PxPhysics& physicsSDK, 00152 const physx::PxTransform& transform, 00153 const physx::PxRigidActor& actor); 00154 00155 00189 PX_C_EXPORT physx::PxRigidDynamic* PX_CALL_CONV PxCloneDynamic(physx::PxPhysics& physicsSDK, 00190 const physx::PxTransform& transform, 00191 const physx::PxRigidDynamic& body); 00192 00193 00205 PX_C_EXPORT physx::PxRigidStatic* PX_CALL_CONV PxCreatePlane(physx::PxPhysics& sdk, 00206 const physx::PxPlane& plane, 00207 physx::PxMaterial& material); 00208 00209 00222 PX_C_EXPORT void PX_CALL_CONV PxScaleRigidActor(physx::PxRigidActor& actor, physx::PxReal scale, bool scaleMassProps = true); 00223 00224 00225 00227 #endif
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