PhysX SDK 3.2 API Reference: Member List

PhysX SDK 3.2 API

PxRigidBodyExt Member List

This is the complete list of members for PxRigidBodyExt, including all inherited members.

addForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addLocalForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addLocalForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
getLocalVelocityAtLocalPos(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
getVelocityAtOffset(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
getVelocityAtPos(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
linearSweepMultiple(PxRigidBody &body, PxBatchQuery &batchQuery, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFilterFlags filterFlags, bool useShapeFilterData=true, PxFilterData *filterDataList=NULL, PxU32 filterDataCount=0, void *userData=NULL, const PxSweepCache *sweepCache=NULL)PxRigidBodyExt [static]
linearSweepSingle(PxRigidBody &body, PxBatchQuery &batchQuery, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFilterFlags filterFlags, bool useShapeFilterData=true, PxFilterData *filterDataList=NULL, PxU32 filterDataCount=0, void *userData=NULL, const PxSweepCache *sweepCache=NULL)PxRigidBodyExt [static]
setMassAndUpdateInertia(PxRigidBody &body, const PxReal *shapeMasses, PxU32 shapeMassCount, const PxVec3 *massLocalPose=NULL)PxRigidBodyExt [static]
setMassAndUpdateInertia(PxRigidBody &body, PxReal mass, const PxVec3 *massLocalPose=NULL)PxRigidBodyExt [static]
updateMassAndInertia(PxRigidBody &body, const PxReal *shapeDensities, PxU32 shapeDensityCount, const PxVec3 *massLocalPose=NULL)PxRigidBodyExt [static]
updateMassAndInertia(PxRigidBody &body, PxReal density, const PxVec3 *massLocalPose=NULL)PxRigidBodyExt [static]



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