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NVIDIA PhysX SDK Documentation

NVIDIA PhysX SDK

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NVIDIA PhysX SDK Documentation

Contents:

  • User's Guide
    • The Basics
    • Startup and Shutdown
    • Scenes, Materials, and Actors
    • Shapes and Geometries
    • Joints
    • Rigid Body Dynamics
    • Data Access and Buffering
    • Task Management
    • GPU Resource Management
    • Scene Queries
    • Geometry Queries
    • Callbacks and Customization
    • Aggregates
    • Serialization
    • Simulation Statistics
    • Advanced Rigid Body Topics
    • Persistent Contact Manifold
    • Coulomb Friction
    • Particles
    • Cloth
    • Vehicles
    • Character Controllers
    • PhysX Visual Debugger (PVD)
    • Migration Guide From PhysX SDK 2.x to 3.x
    • Migrating from PhysX SDK 3.1 to 3.2

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© Copyright 2008-2012 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.
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Table of contents

  • NVIDIA PhysX SDK Documentation
  • User's Guide
    • The Basics
      • Building and Running the Samples on Windows
      • Build Settings
      • Library Redistribution
      • Build Configurations
      • The API
      • Multithreading
      • PhysX Visual Debugger
    • Startup and Shutdown
      • The Allocator Callback
      • The Error Callback
      • Cooking
      • Extensions
      • Optional SDK Components
      • Windows delay load dll
      • Shutting Down
    • Scenes, Materials, and Actors
      • The Scene
      • The Simulation Loop
      • Simulation Memory
      • Materials
      • Rigid Actors
      • Simulation Clients
    • Shapes and Geometries
      • Shapes
      • Simulation Shapes and Scene Query Shapes
      • Trigger Shapes
      • Kinematic triangle meshes (planes, heighfields)
      • Geometries
        • Spheres
        • Capsules
        • Boxes
        • Planes
        • Convex Meshes
        • Height Fields
        • Triangle Meshes
      • Mesh Scaling
      • PxGeometryHolder
      • Detaching Shapes
      • Shape Vertex and Triangle Queries
        • Convex Meshes
        • Triangle Meshes
        • Height Fields
    • Joints
      • Joint Basics
        • Visualization
        • Force Reporting
        • Breakage
        • Projection
        • Limits
        • Actuation
      • Fixed Joint
      • Spherical Joint
      • Revolute Joint
      • Prismatic Joint
      • Distance Joint
      • D6 Joint
        • Locking and Unlocking Axes
        • Limits
        • Drives
        • Configuring Joints for Best Behavior
    • Rigid Body Dynamics
      • Applying Forces and Torques
      • Gravity
      • Setting the Velocity
      • Kinematic Actors
      • Sleeping
      • Solver Accuracy
      • Fast Rotation
      • Mass Properties
      • Damping
    • Data Access and Buffering
      • General Data Access Rules
      • Double Buffering
        • Events involving removed objects
        • Support
        • Memory Considerations
    • Task Management
      • TaskManager
      • CpuDispatcher
      • CpuDispatcher Implementation Guidelines
      • BaseTask
      • Task
      • LightCpuTask
    • GPU Resource Management
      • GpuTasks
      • CudaContextManager
      • GpuDispatcher
      • BlockingWait
      • Copy Engine Kernel
      • CUDA Profiling
    • Scene Queries
      • Raycast queries
      • Sweep Queries
        • Sweeps with Initial Intersection
      • Overlap Queries
      • Filtering
      • Caching
      • Batched queries
    • Geometry Queries
      • Geometry Objects
      • PxGeometryQuery
      • PxMeshQuery
    • Callbacks and Customization
      • Simulation Events
      • Collision Filtering
      • Contact Modification
      • Active Transforms
    • Aggregates
      • Introduction
      • Creating an Aggregate
      • Populating an Aggregate
      • Releasing an Aggregate
      • Amortizing Insertion
    • Serialization
      • Binary Serialization
        • Framework Classes
        • Serializing Objects
        • Memory Management
        • Traversing Collections
        • Partial Serialization
        • Serializing Everything
        • Object Names
        • Retargeting
      • API-level Serialization with RepX
        • Converting between RepX and Binary Serializable Collections
    • Simulation Statistics
      • Interface
      • Usage
    • Advanced Rigid Body Topics
      • Continuous Collision Detection
      • Articulations
        • Creating an Articulation
        • Articulation Joints
        • Driving an Articulation
        • Articulation Projection
      • Substepping
        • Using Completion Tasks
        • Synchronizing with Other Threads
      • Custom Constraints
    • Persistent Contact Manifold
      • Introduction
      • Enabling the Persistent Contact Manifold
    • Coulomb Friction
      • Introduction
      • Enabling The Coulomb Friction Model
    • Particles
      • Introduction
      • Creating Particle Systems
      • Creating Particles
      • Releasing Particles
      • Index Pool Extension
      • Updating Particles
      • Reading Particles
      • Particle Drains
      • Particle Grid and Spatial Data Structure Overflow
      • Collision Filtering
      • GPU/CUDA Acceleration
      • Additional SampleParticles Information
    • Cloth
      • Introduction
      • Creating Cloth Fabric
      • Creating Cloth Collision Data
      • Continuous Collision Detection
      • Creating Cloth
      • Simulation Overview
      • Particle Integration
      • Constraint Solving
      • Virtual Particles
      • Fricton and Mass Scaling
      • Motion Constraints
    • Vehicles
      • Vehicle SDK Initialization
      • Vehicle Creation
      • Vehicle Actor
      • Tire Friction on Drivable Surfaces
      • Filtering
      • Vehicle Update
      • Tire Shaders
      • Telemetry
      • Vehicle State Queries
      • Vehicle Controls
      • 3-Wheeled, N-Wheeled Cars, and N-Wheeled Tanks
      • Tuning Guide
        • PxVehicleWheelData
        • PxVehicleWheelsSimData
        • PxVehicleSuspensionData
        • PxVehicleTireData
        • PxVehicleEngineData
        • PxVehicleGearsData
        • PxVehicleClutchData
        • PxVehicleAckermannGeometryData
        • PxVehicleTireLoadFilterData
        • PxVehicleDifferential4WData
        • PxRigidDynamic
    • Character Controllers
      • Introduction
      • Kinematic Character Controller
      • Creating a character controller
      • Updating a character controller
      • Obstacle objects
      • Graphics update
      • Character Volume
      • Auto Stepping
      • Walkable Parts
      • Volume Update
      • Hit callback
      • Behavior callback
      • Character interactions
      • Hidden kinematic Actors
      • Time Stepping
      • Invalidating internal caches
    • PhysX Visual Debugger (PVD)
      • PVD
      • Basic Setup (SDK Side)
        • Network Setup
        • File Setup
      • Advanced Setup
        • Connection Flags
        • Visualizing Externals and Extended Data
        • Connection Handler
    • Migration Guide From PhysX SDK 2.x to 3.x
      • Changed Actor Hierarchy
      • Collision Filtering
      • Material Indexes
      • Continuous Collision Detection
      • Pose Description
      • Shape Description
      • Joints
      • Time Stepping
      • Scene Queries
      • Raycasts
      • Overlaps
      • Sweep Tests
      • Compartments
      • Deformables
    • Migrating from PhysX SDK 3.1 to 3.2
      • Foundation and Common
      • Geometry
      • Core PhysX
      • Cooking
      • Deformables
      • Particles
      • Cloth
      • Extensions
      • Virtual Remote Debugger Interface
      • Character Controller

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