[1378] | 1 | #ifndef NX_PHYSICS_NX_SCENE
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| 2 | #define NX_PHYSICS_NX_SCENE
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| 3 | /*----------------------------------------------------------------------------*\
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| 4 | |
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| 5 | | Public Interface to NovodeX Technology
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| 6 | |
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| 7 | | www.novodex.com
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| 8 | |
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| 9 | \*----------------------------------------------------------------------------*/
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| 10 | /** \addtogroup physics
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| 11 | @{
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| 12 | */
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| 13 |
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| 14 | #include "Nxp.h"
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| 15 | #include "NxUserRaycastReport.h"
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| 16 | #include "NxUserEntityReport.h"
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| 17 | #include "NxSceneDesc.h"
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| 18 | #include "NxSceneStats.h"
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| 19 | #include "NxArray.h"
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| 20 | #include "NxProfiler.h"
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| 21 | #if NX_USE_FLUID_API
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| 22 | #include "fluids/NxFluid.h"
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| 23 | class NxUserFluidContactReport;
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| 24 | #endif
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| 25 |
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| 26 | class NxActor;
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| 27 | class NxActorDescBase;
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| 28 | class NxJoint;
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| 29 | class NxJointDesc;
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| 30 | class NxEffector;
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| 31 | class NxShape;
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| 32 | class NxUserNotify;
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| 33 | class NxUserTriggerReport;
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| 34 | class NxUserContactReport;
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| 35 | class NxSpringAndDamperEffector;
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| 36 | class NxSpringAndDamperEffectorDesc;
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| 37 | class NxRay;
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| 38 | class NxBounds3;
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| 39 | class NxPlane;
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| 40 | class NxSphere;
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| 41 | class NxCapsule;
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| 42 | class NxThread;
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| 43 | class NxTriangle;
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| 44 | class NxPhysicsSDK;
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| 45 | class NxMaterialDesc;
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| 46 | class NxMaterial;
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| 47 | class NxDebugRenderable;
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| 48 |
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| 49 | /**
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| 50 | \brief Struct used by NxScene::getPairFlagArray().
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| 51 |
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| 52 | The high bit of each 32 bit flag field denotes whether a pair is a shape or an actor pair.
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| 53 | The flags are defined by the enum NxContactPairFlag.
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| 54 |
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| 55 | @see NxScene.getPairFlagArray
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| 56 | */
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| 57 | class NxPairFlag
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| 58 | {
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| 59 | public:
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| 60 | void* objects[2];
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| 61 | NxU32 flags;
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| 62 |
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| 63 | NX_INLINE NxU32 isActorPair() const { return flags & 0x80000000; }
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| 64 | };
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| 65 |
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| 66 |
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| 67 | /**
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| 68 | \brief Enum describing syncronization conditions.
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| 69 | */
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| 70 | enum NxStandardFences
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| 71 | {
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| 72 | NX_FENCE_RUN_FINISHED,
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| 73 | /*NX_SYNC_RAYCAST_FINISHED,*/
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| 74 | NX_NUM_STANDARD_FENCES,
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| 75 | };
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| 76 |
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| 77 | /**
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| 78 | enum to check if a certain part of the SDK has finished.
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| 79 | used in:
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| 80 | bool checkResults(NxSimulationStatus, bool block = false)
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| 81 | bool fetchResults(NxSimulationStatus, bool block = false)
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| 82 |
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| 83 | @see NxScene.checkResults() NxScene.fetchResults()
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| 84 | */
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| 85 | enum NxSimulationStatus
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| 86 | {
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| 87 | NX_RIGID_BODY_FINISHED = (1<<0),
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| 88 | };
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| 89 |
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| 90 | /**
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| 91 | \brief A scene is a collection of bodies, constraints, and effectors which can interact.
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| 92 |
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| 93 | The scene simulates the behavior of these objects over time. Several scenes may exist
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| 94 | at the same time, but each body, constraint, or effector object is specific to a scene
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| 95 | -- they may not be shared.
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| 96 |
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| 97 | For example, attempting to create a joint in one scene and then using it to attach
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| 98 | bodies from a different scene results in undefined behavior.
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| 99 |
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| 100 | <h3>Creation</h3>
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| 101 |
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| 102 | Example:
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| 103 |
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| 104 | \include NxScene_Create.cpp
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| 105 |
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| 106 | @see NxSceneDesc NxPhysicsSDK.createScene() NxPhysicsSDK.releaseScene()
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| 107 | */
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| 108 | class NxScene
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| 109 | {
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| 110 | protected:
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| 111 | NxScene() {}
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| 112 | virtual ~NxScene() {}
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| 113 |
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| 114 | public:
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| 115 |
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| 116 |
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| 117 | /**
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| 118 | \brief Saves the Scene descriptor.
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| 119 |
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| 120 | \param[out] desc The descriptor used to retrieve the state of the object.
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| 121 | \return True on success.
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| 122 |
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| 123 | <b>Platform:</b>
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| 124 | \li PC SW: Yes
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| 125 | \li PPU : Yes
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| 126 | \li PS3 : Yes
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| 127 | \li XB360: Yes
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| 128 |
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| 129 | @see NxSceneDesc
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| 130 | */
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| 131 | virtual bool saveToDesc(NxSceneDesc& desc) const = 0;
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| 132 |
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| 133 |
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| 134 | /**
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| 135 | \brief Gets a private interface to an internal debug object.
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| 136 |
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| 137 | <b>Platform:</b>
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| 138 | \li PC SW: Yes
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| 139 | \li PPU : Yes
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| 140 | \li PS3 : Yes
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| 141 | \li XB360: Yes
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| 142 | */
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| 143 | virtual void * getInternal(void) = 0;
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| 144 |
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| 145 | /**
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| 146 | \brief Sets a constant gravity for the entire scene.
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| 147 |
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| 148 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
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| 149 |
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| 150 | \param[in] vec A new gravity vector(eg NxVec3(0.0f,-9.8f,0.0f) ) <b>Range:</b> force vector
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| 151 |
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| 152 | <b>Platform:</b>
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| 153 | \li PC SW: Yes
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| 154 | \li PPU : Yes
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| 155 | \li PS3 : Yes
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| 156 | \li XB360: Yes
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| 157 |
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| 158 | @see NxSceneDesc.gravity getGravity()
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| 159 | */
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| 160 | virtual void setGravity(const NxVec3& vec) = 0;
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| 161 |
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| 162 | /**
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| 163 | \brief Retrieves the current gravity setting.
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| 164 |
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| 165 | \param[out] vec Used to retrieve the current gravity for the scene.
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| 166 |
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| 167 | <b>Platform:</b>
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| 168 | \li PC SW: Yes
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| 169 | \li PPU : Yes
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| 170 | \li PS3 : Yes
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| 171 | \li XB360: Yes
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| 172 |
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| 173 | @see setGravity() NxSceneDesc.gravity
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| 174 | */
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| 175 | virtual void getGravity(NxVec3& vec) = 0;
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| 176 |
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| 177 | /************************************************************************************************/
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| 178 |
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| 179 | /** @name Create/Release Objects
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| 180 | */
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| 181 | //@{
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| 182 |
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| 183 | /**
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| 184 | \brief Creates an actor in this scene.
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| 185 |
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| 186 | NxActorDesc::isValid() must return true.
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| 187 |
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| 188 | <b>Sleeping:</b> This call wakes the actors if they are sleeping.
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| 189 |
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| 190 | \param[in] desc Descriptor for actor to create. See #NxActorDescBase
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| 191 | \return The new actor.
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| 192 |
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| 193 | <b>Platform:</b>
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| 194 | \li PC SW: Yes
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| 195 | \li PPU : Yes (Limits on numbers and types of actors)
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| 196 | \li PS3 : Yes
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| 197 | \li XB360: Yes
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| 198 |
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| 199 | @see NxActor NxActorDesc NxActorDescBase releaseActor()
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| 200 | */
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| 201 | virtual NxActor* createActor(const NxActorDescBase& desc) = 0;
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| 202 |
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| 203 | /**
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| 204 | \brief Deletes the specified actor.
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| 205 |
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| 206 | The actor must be in this scene.
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| 207 | Do not keep a reference to the deleted instance.
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| 208 |
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| 209 | Note: deleting a static actor will not wake up any sleeping objects that were
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| 210 | sitting on it. Use a kinematic actor instead to get this behavior.
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| 211 |
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| 212 | <b>Sleeping:</b> This call wakes the actors if they are sleeping.
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| 213 |
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| 214 | \param[in] actor The actor to release.
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| 215 |
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| 216 | <b>Platform:</b>
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| 217 | \li PC SW: Yes
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| 218 | \li PPU : Yes
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| 219 | \li PS3 : Yes
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| 220 | \li XB360: Yes
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| 221 |
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| 222 | @see createActor() NxActor
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| 223 | */
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| 224 | virtual void releaseActor(NxActor& actor) = 0;
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| 225 |
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| 226 | /**
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| 227 | \brief Creates a joint.
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| 228 |
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| 229 | The joint type depends on the type of joint desc passed in.
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| 230 |
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| 231 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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| 232 |
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| 233 | \param[in] jointDesc The descriptor for the joint to create. Eg #NxSphericalJointDesc,#NxRevoluteJointDesc etc
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| 234 | \return The new joint.
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| 235 |
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| 236 | <b>Platform:</b>
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| 237 | \li PC SW: Yes
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| 238 | \li PPU : No
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| 239 | \li PS3 : Yes
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| 240 | \li XB360: Yes
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| 241 |
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| 242 | @see NxJoint NxJointDesc releaseJoint() NxJoint
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| 243 | @see NxRevoluteJoint NxSphericalJoint NxPrismaticJoint NxCylindricalJoint NxD6Joint NxDistanceJoint
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| 244 | NxFixedJoint NxPointInPlaneJoint NxPointOnLineJoint
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| 245 | */
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| 246 | virtual NxJoint * createJoint(const NxJointDesc &jointDesc) = 0;
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| 247 |
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| 248 | /**
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| 249 | \brief Deletes the specified joint.
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| 250 |
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| 251 | The joint must be in this scene.
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| 252 | Do not keep a reference to the deleted instance.
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| 253 |
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| 254 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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| 255 |
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| 256 | \param[in] joint The joint to release.
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| 257 |
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| 258 | <b>Platform:</b>
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| 259 | \li PC SW: Yes
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| 260 | \li PPU : No
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| 261 | \li PS3 : Yes
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| 262 | \li XB360: Yes
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| 263 | */
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| 264 | virtual void releaseJoint(NxJoint &joint) = 0;
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| 265 |
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| 266 | /**
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| 267 | \brief Creates a spring and damper effector.
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| 268 |
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| 269 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
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| 270 |
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| 271 | \param[in] springDesc The descriptor for the spring and damper effector to create. See #NxSpringAndDamperEffectorDesc.
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| 272 | \return The new spring and damper.
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| 273 |
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| 274 | <b>Platform:</b>
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| 275 | \li PC SW: Yes
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| 276 | \li PPU : No
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| 277 | \li PS3 : Yes
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| 278 | \li XB360: Yes
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| 279 |
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| 280 | @see NxSpringAndDamperEffectorDesc NxSpringAndDamperEffector releaseEffector()
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| 281 | */
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| 282 | virtual NxSpringAndDamperEffector* createSpringAndDamperEffector(const NxSpringAndDamperEffectorDesc& springDesc) = 0;
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| 283 |
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| 284 | /**
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| 285 | \brief Deletes the effector passed.
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| 286 |
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| 287 | Do not keep a reference to the deleted instance.
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| 288 |
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| 289 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
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| 290 |
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| 291 | \param[in] effector The effector to delete.
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| 292 |
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| 293 | <b>Platform:</b>
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| 294 | \li PC SW: Yes
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| 295 | \li PPU : No
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| 296 | \li PS3 : Yes
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| 297 | \li XB360: Yes
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| 298 |
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| 299 | @see createSpringAndDamperEffector NxSpringAndDamperEffector
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| 300 | */
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| 301 | virtual void releaseEffector(NxEffector& effector) = 0;
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| 302 |
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| 303 | /**
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| 304 | \brief Creates a new NxMaterial.
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| 305 |
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| 306 | The material library consists of an array of material objects. Each
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| 307 | material has a well defined index that can be used to refer to it.
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| 308 | If an object (shape or triangle) references an undefined material,
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| 309 | the default material with index 0 is used instead.
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| 310 |
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| 311 | \param[in] matDesc The material desc to use to create a material. See #NxMaterialDesc.
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| 312 | \return The new material.
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| 313 |
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| 314 | <b>Platform:</b>
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| 315 | \li PC SW: Yes
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| 316 | \li PPU : Yes
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| 317 | \li PS3 : Yes
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| 318 | \li XB360: Yes
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| 319 |
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| 320 | @see NxMaterial NxMaterialDesc releaseMaterial()
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| 321 | */
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| 322 | virtual NxMaterial * createMaterial(const NxMaterialDesc &matDesc) = 0;
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| 323 |
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| 324 | /**
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| 325 | \brief Deletes the specified material.
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| 326 |
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| 327 | The material must be in this scene.
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| 328 | Don not keep a reference to the deleted instance.
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| 329 | If you release a material while shapes or meshes are referencing its material index,
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| 330 | the material assignment of these objects becomes undefined.
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| 331 |
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| 332 | \param[in] material The material to release.
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| 333 |
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| 334 | <b>Platform:</b>
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| 335 | \li PC SW: Yes
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| 336 | \li PPU : Yes
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| 337 | \li PS3 : Yes
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| 338 | \li XB360: Yes
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| 339 |
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| 340 | @see createMaterial() NxMaterial
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| 341 | */
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| 342 | virtual void releaseMaterial(NxMaterial &material) = 0;
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| 343 | //@}
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| 344 | /************************************************************************************************/
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| 345 |
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| 346 | /** @name Collision Filtering and Grouping
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| 347 | */
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| 348 | //@{
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| 349 |
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| 350 | /**
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| 351 | \brief Sets the pair flags for the given pair of actors.
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| 352 |
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| 353 | The pair flags are a combination of bits
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| 354 | defined by ::NxContactPairFlag. Calling this on an actor that has no shape(s) has no effect.
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| 355 | The two actor references must not reference the same actor.
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| 356 |
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| 357 | It is important to note that the SDK stores pair flags per shape, even for actor pair flags.
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| 358 | This means that shapes should be created before actor pair flags are set, otherwise the pair
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| 359 | flags will be ignored.
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| 360 |
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| 361 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
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| 362 |
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| 363 | \param[in] actorA Actor A
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| 364 | \param[in] actorB Actor B
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| 365 | \param[in] nxContactPairFlag New set of contact pair flags. See #NxContactPairFlag
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| 366 |
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| 367 | <b>Platform:</b>
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| 368 | \li PC SW: Yes
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| 369 | \li PPU : No
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| 370 | \li PS3 : Yes
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| 371 | \li XB360: Yes
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| 372 |
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| 373 | @see getActorPairFlags() NxContactPairFlag
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| 374 | */
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| 375 | virtual void setActorPairFlags(NxActor& actorA, NxActor& actorB, NxU32 nxContactPairFlag) = 0;
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| 376 |
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| 377 | /**
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| 378 | \brief Retrieves the pair flags for the given pair of actors.
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| 379 |
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| 380 | The pair flags are a combination of bits
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| 381 | defined by ::NxContactPairFlag. If no pair record is found, zero is returned.
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| 382 | The two actor references must not reference the same actor.
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| 383 |
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| 384 | \param[in] actorA Actor A
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| 385 | \param[in] actorB Actor B
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| 386 | \return The actor pair flags.
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| 387 |
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| 388 | <b>Platform:</b>
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| 389 | \li PC SW: Yes
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| 390 | \li PPU : No
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| 391 | \li PS3 : Yes
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| 392 | \li XB360: Yes
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| 393 |
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| 394 | @see setActorPairFlags() NxContactPairFlag
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| 395 | */
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| 396 | virtual NxU32 getActorPairFlags(NxActor& actorA, NxActor& actorB) const = 0;
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| 397 |
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| 398 | /**
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| 399 | \brief Similar to #setActorPairFlags(), but for a pair of shapes.
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| 400 |
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| 401 | NX_IGNORE_PAIR is the only thing allowed
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| 402 | as a shape pair flag. All of the NX_NOTIFY flags should be used at the actor level.
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| 403 | The two shape references must not reference the same shape.
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| 404 |
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| 405 | <b>Sleeping:</b> Does <b>NOT</b> wake the associated actors up automatically.
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| 406 |
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| 407 | \param[in] shapeA Shape A
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| 408 | \param[in] shapeB Shape B
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| 409 | \param[in] nxContactPairFlag New set of shape contact pair flags.
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| 410 |
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| 411 | <b>Platform:</b>
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| 412 | \li PC SW: Yes
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| 413 | \li PPU : No
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| 414 | \li PS3 : Yes
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| 415 | \li XB360: Yes
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| 416 |
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| 417 | @see getShapePairFlags() NxContactPairFlag
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| 418 | */
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| 419 | virtual void setShapePairFlags(NxShape& shapeA, NxShape& shapeB, NxU32 nxContactPairFlag) = 0;
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| 420 |
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| 421 | /**
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| 422 | \brief Similar to getPairFlags(), but for a pair of shapes.
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| 423 |
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| 424 | The two shape references must not reference the same shape.
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| 425 |
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| 426 | \param[in] shapeA Shape A
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| 427 | \param[in] shapeB SHape B
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| 428 | \return The shape pair flags.
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| 429 |
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| 430 | <b>Platform:</b>
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| 431 | \li PC SW: Yes
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| 432 | \li PPU : No
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| 433 | \li PS3 : Yes
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| 434 | \li XB360: Yes
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| 435 |
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| 436 | @see setShapePairFlags() NxContactPairFlag
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| 437 | */
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| 438 | virtual NxU32 getShapePairFlags(NxShape& shapeA, NxShape& shapeB) const = 0;
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| 439 |
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| 440 | /**
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| 441 | \brief Returns the number of pairs for which pairFlags are defined.
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| 442 |
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| 443 | This includes actor and shape pairs.
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| 444 |
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| 445 | \return The number of pairs.
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| 446 |
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| 447 | <b>Platform:</b>
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| 448 | \li PC SW: Yes
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| 449 | \li PPU : No
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| 450 | \li PS3 : Yes
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| 451 | \li XB360: Yes
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| 452 |
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| 453 | @see NxContactPairFlag setShapePairFlags() setActorPairFlags() getPairFlagArray()
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| 454 | */
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| 455 | virtual NxU32 getNbPairs() const = 0;
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| 456 |
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| 457 | /**
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| 458 | \brief Retrieves the pair data.
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| 459 |
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| 460 | The high bit of each 32 bit flag field denotes whether a pair is a shape or
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| 461 | an actor pair. numPairs is the number of pairs the buffer can hold. The user is responsible for
|
---|
| 462 | allocating and deallocating the buffer. Call ::getNbPairs() to check what the number of pairs should be.
|
---|
| 463 |
|
---|
| 464 |
|
---|
| 465 | \param[out] userArray Pointer to user array to recieve pair flags. should be at least sizeof(NxPairFlag)*numPairs in size.
|
---|
| 466 | \param[in] numPairs Number of pairs the user buffer can hold.
|
---|
| 467 | \return The number of pairs written to userArray.
|
---|
| 468 |
|
---|
| 469 | <b>Platform:</b>
|
---|
| 470 | \li PC SW: Yes
|
---|
| 471 | \li PPU : No
|
---|
| 472 | \li PS3 : Yes
|
---|
| 473 | \li XB360: Yes
|
---|
| 474 |
|
---|
| 475 | @see NxContactPairFlag setShapePairFlags() setActorPairFlags() getNbPairs()
|
---|
| 476 | */
|
---|
| 477 | virtual NxU32 getPairFlagArray(NxPairFlag* userArray, NxU32 numPairs) const = 0;
|
---|
| 478 |
|
---|
| 479 | /**
|
---|
| 480 | \brief Specifies if collision should be performed by a pair of shape groups.
|
---|
| 481 |
|
---|
| 482 | It is possible to assign each shape to a collision groups using #NxShape::setGroup().
|
---|
| 483 | With this method one can set whether collisions should be detected between shapes
|
---|
| 484 | belonging to a given pair of groups. Initially all pairs are enabled.
|
---|
| 485 |
|
---|
| 486 | Collision detection between two shapes a and b occurs if:
|
---|
| 487 | getGroupCollisionFlag(a->getGroup(), b->getGroup()) && isEnabledPair(a,b) is true.
|
---|
| 488 |
|
---|
| 489 | Fluids can be assigned to collision groups as well.
|
---|
| 490 |
|
---|
| 491 | NxCollisionGroup is an integer between 0 and 31.
|
---|
| 492 |
|
---|
| 493 | <b>Sleeping:</b> Does <b>NOT</b> wake the associated actors up automatically.
|
---|
| 494 |
|
---|
| 495 | \param[in] group1 First group.
|
---|
| 496 | \param[in] group2 Second group.
|
---|
| 497 | \param[in] enable True to enable collision between the groups.
|
---|
| 498 |
|
---|
| 499 | <b>Platform:</b>
|
---|
| 500 | \li PC SW: Yes
|
---|
| 501 | \li PPU : No
|
---|
| 502 | \li PS3 : Yes
|
---|
| 503 | \li XB360: Yes
|
---|
| 504 |
|
---|
| 505 | @see NxCollisionGroup getGroupCollisionFlag() NxShape.setGroup() NxShape.getGroup()
|
---|
| 506 | */
|
---|
| 507 | virtual void setGroupCollisionFlag(NxCollisionGroup group1, NxCollisionGroup group2, bool enable) = 0;
|
---|
| 508 |
|
---|
| 509 | /**
|
---|
| 510 | \brief Determines if collision detection is performed between a pair of groups.
|
---|
| 511 |
|
---|
| 512 | NxCollisionGroup is an integer between 0 and 31.
|
---|
| 513 |
|
---|
| 514 | \param[in] group1 First Group.
|
---|
| 515 | \param[in] group2 Second Group.
|
---|
| 516 | \return True if the groups could collide.
|
---|
| 517 |
|
---|
| 518 | <b>Platform:</b>
|
---|
| 519 | \li PC SW: Yes
|
---|
| 520 | \li PPU : No
|
---|
| 521 | \li PS3 : Yes
|
---|
| 522 | \li XB360: Yes
|
---|
| 523 |
|
---|
| 524 | @see setGroupCollisionFlag() NxCollisionGroup NxShape.setGroup() NxShape.getGroup()
|
---|
| 525 | */
|
---|
| 526 | virtual bool getGroupCollisionFlag(NxCollisionGroup group1, NxCollisionGroup group2) const = 0;
|
---|
| 527 |
|
---|
| 528 | /**
|
---|
| 529 | \brief With this method one can set contact reporting flags between actors belonging to a pair of groups.
|
---|
| 530 |
|
---|
| 531 | It is possible to assign each actor to a group using NxActor::setGroup(). This is a different
|
---|
| 532 | set of groups from the shape groups despite the similar name. Here up to 0xffff different groups are permitted,
|
---|
| 533 | With this method one can set contact reporting flags between actors belonging to a pair of groups.
|
---|
| 534 |
|
---|
| 535 | The following flags are permitted:
|
---|
| 536 |
|
---|
| 537 | NX_NOTIFY_ON_START_TOUCH
|
---|
| 538 | NX_NOTIFY_ON_END_TOUCH
|
---|
| 539 | NX_NOTIFY_ON_TOUCH
|
---|
| 540 | NX_NOTIFY_ON_IMPACT
|
---|
| 541 | NX_NOTIFY_ON_ROLL
|
---|
| 542 | NX_NOTIFY_ON_SLIDE
|
---|
| 543 |
|
---|
| 544 | See ::NxContactPairFlag.
|
---|
| 545 |
|
---|
| 546 | Note that finer grain control of pairwise flags is possible using the functions
|
---|
| 547 | NxScene::setShapePairFlags() and NxScene::setActorPairFlags().
|
---|
| 548 |
|
---|
| 549 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
|
---|
| 550 |
|
---|
| 551 | \param[in] group1 First Group.
|
---|
| 552 | \param[in] group2 Second Grooup
|
---|
| 553 | \param[in] flags Flags to control contact reporting. See #NxContactPairFlag.
|
---|
| 554 |
|
---|
| 555 | <b>Platform:</b>
|
---|
| 556 | \li PC SW: Yes
|
---|
| 557 | \li PPU : Yes
|
---|
| 558 | \li PS3 : Yes
|
---|
| 559 | \li XB360: Yes
|
---|
| 560 |
|
---|
| 561 | @see getActorGroupPairFlags() NxActorGroup NxActor.getGroup() NxActor.setGroup()
|
---|
| 562 | */
|
---|
| 563 | virtual void setActorGroupPairFlags(NxActorGroup group1, NxActorGroup group2, NxU32 flags) = 0;
|
---|
| 564 |
|
---|
| 565 | /**
|
---|
| 566 | \brief This reads the value set with #setActorGroupPairFlags.
|
---|
| 567 |
|
---|
| 568 | \param[in] group1 First Group
|
---|
| 569 | \param[in] group2 Second Group
|
---|
| 570 | \return The contact reporting flags associated with this actor pair. See #setActorGroupPairFlags.
|
---|
| 571 |
|
---|
| 572 | <b>Platform:</b>
|
---|
| 573 | \li PC SW: Yes
|
---|
| 574 | \li PPU : Yes
|
---|
| 575 | \li PS3 : Yes
|
---|
| 576 | \li XB360: Yes
|
---|
| 577 |
|
---|
| 578 | @see setActorPairFlags() NxActorGroup NxActor.getGroup() NxActor.setGroup()
|
---|
| 579 | */
|
---|
| 580 | virtual NxU32 getActorGroupPairFlags(NxActorGroup group1, NxActorGroup group2) const = 0;
|
---|
| 581 |
|
---|
| 582 | #ifdef NX_SUPPORT_NEW_FILTERING
|
---|
| 583 | /**
|
---|
| 584 | \brief Setups filtering operations. See comments for ::NxGroupsMask
|
---|
| 585 |
|
---|
| 586 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
|
---|
| 587 |
|
---|
| 588 | \param[in] op0 Filter op 0.
|
---|
| 589 | \param[in] op1 Filter op 1.
|
---|
| 590 | \param[in] op2 Filter op 2.
|
---|
| 591 |
|
---|
| 592 | <b>Platform:</b>
|
---|
| 593 | \li PC SW: Yes
|
---|
| 594 | \li PPU : No
|
---|
| 595 | \li PS3 : Yes
|
---|
| 596 | \li XB360: Yes
|
---|
| 597 |
|
---|
| 598 | @see setFilterBool() setFilterConstant0() setFilterConstant1()
|
---|
| 599 | */
|
---|
| 600 | virtual void setFilterOps(NxFilterOp op0, NxFilterOp op1, NxFilterOp op2) = 0;
|
---|
| 601 |
|
---|
| 602 | /**
|
---|
| 603 | \brief Setups filtering's boolean value. See comments for ::NxGroupsMask
|
---|
| 604 |
|
---|
| 605 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
|
---|
| 606 |
|
---|
| 607 | \param[in] flag Boolean value for filter.
|
---|
| 608 |
|
---|
| 609 | <b>Platform:</b>
|
---|
| 610 | \li PC SW: Yes
|
---|
| 611 | \li PPU : No
|
---|
| 612 | \li PS3 : Yes
|
---|
| 613 | \li XB360: Yes
|
---|
| 614 |
|
---|
| 615 | @see setFilterOps() setFilterConstant0() setFilterConstant1()
|
---|
| 616 | */
|
---|
| 617 | virtual void setFilterBool(bool flag) = 0;
|
---|
| 618 |
|
---|
| 619 | /**
|
---|
| 620 | \brief Setups filtering's K0 value. See comments for ::NxGroupsMask
|
---|
| 621 |
|
---|
| 622 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
|
---|
| 623 |
|
---|
| 624 | \param[in] mask The new group mask. See #NxGroupsMask.
|
---|
| 625 |
|
---|
| 626 | <b>Platform:</b>
|
---|
| 627 | \li PC SW: Yes
|
---|
| 628 | \li PPU : No
|
---|
| 629 | \li PS3 : Yes
|
---|
| 630 | \li XB360: Yes
|
---|
| 631 |
|
---|
| 632 | @see setFilterOps() setFilterBool() setFilterConstant1()
|
---|
| 633 | */
|
---|
| 634 | virtual void setFilterConstant0(const NxGroupsMask& mask) = 0;
|
---|
| 635 |
|
---|
| 636 | /**
|
---|
| 637 | \brief Setups filtering's K1 value. See comments for ::NxGroupsMask
|
---|
| 638 |
|
---|
| 639 | <b>Sleeping:</b> Does <b>NOT</b> wake the actors up automatically.
|
---|
| 640 |
|
---|
| 641 | \param[in] mask The new group mask. See #NxGroupsMask.
|
---|
| 642 |
|
---|
| 643 | <b>Platform:</b>
|
---|
| 644 | \li PC SW: Yes
|
---|
| 645 | \li PPU : No
|
---|
| 646 | \li PS3 : Yes
|
---|
| 647 | \li XB360: Yes
|
---|
| 648 |
|
---|
| 649 | @see setFilterOps() setFilterBool() setFilterConstant0()
|
---|
| 650 | */
|
---|
| 651 | virtual void setFilterConstant1(const NxGroupsMask& mask) = 0;
|
---|
| 652 | #endif
|
---|
| 653 |
|
---|
| 654 | //@}
|
---|
| 655 | /************************************************************************************************/
|
---|
| 656 |
|
---|
| 657 | /** @name Enumeration
|
---|
| 658 | */
|
---|
| 659 | //@{
|
---|
| 660 |
|
---|
| 661 | /**
|
---|
| 662 | \brief Retrieve the number of actors in the scene.
|
---|
| 663 | \return the number of actors.
|
---|
| 664 |
|
---|
| 665 | <b>Platform:</b>
|
---|
| 666 | \li PC SW: Yes
|
---|
| 667 | \li PPU : Yes
|
---|
| 668 | \li PS3 : Yes
|
---|
| 669 | \li XB360: Yes
|
---|
| 670 |
|
---|
| 671 | @see getActors()
|
---|
| 672 | */
|
---|
| 673 | virtual NxU32 getNbActors() const = 0;
|
---|
| 674 |
|
---|
| 675 | /**
|
---|
| 676 | \brief Retrieve an array of all the actors in the scene.
|
---|
| 677 |
|
---|
| 678 | \return an array of actor pointers with size getNbActors().
|
---|
| 679 |
|
---|
| 680 | <b>Platform:</b>
|
---|
| 681 | \li PC SW: Yes
|
---|
| 682 | \li PPU : Yes
|
---|
| 683 | \li PS3 : Yes
|
---|
| 684 | \li XB360: Yes
|
---|
| 685 |
|
---|
| 686 | @see getNbActors()
|
---|
| 687 | */
|
---|
| 688 | virtual NxActor** getActors() = 0;
|
---|
| 689 |
|
---|
| 690 | /**
|
---|
| 691 | \brief Returns the number of static shapes in the scene.
|
---|
| 692 |
|
---|
| 693 | \return the number of static shapes.
|
---|
| 694 |
|
---|
| 695 | <b>Platform:</b>
|
---|
| 696 | \li PC SW: Yes
|
---|
| 697 | \li PPU : Yes
|
---|
| 698 | \li PS3 : Yes
|
---|
| 699 | \li XB360: Yes
|
---|
| 700 |
|
---|
| 701 | @see getNbDynamicShapes();
|
---|
| 702 | @see getTotalNbShapes()
|
---|
| 703 | */
|
---|
| 704 | virtual NxU32 getNbStaticShapes() const = 0;
|
---|
| 705 |
|
---|
| 706 | /**
|
---|
| 707 | \brief Returns the number of dynamic shapes in the scene.
|
---|
| 708 |
|
---|
| 709 | \return the number of dynamic shapes.
|
---|
| 710 |
|
---|
| 711 | <b>Platform:</b>
|
---|
| 712 | \li PC SW: Yes
|
---|
| 713 | \li PPU : Yes
|
---|
| 714 | \li PS3 : Yes
|
---|
| 715 | \li XB360: Yes
|
---|
| 716 |
|
---|
| 717 | @see getNbStaticShapes()
|
---|
| 718 | @see getTotalNbShapes()
|
---|
| 719 | */
|
---|
| 720 | virtual NxU32 getNbDynamicShapes() const = 0;
|
---|
| 721 |
|
---|
| 722 | /**
|
---|
| 723 | \brief Returns the total number of shapes in the scene, including compounds' sub-shapes.
|
---|
| 724 |
|
---|
| 725 | \return the total number of shapes.
|
---|
| 726 |
|
---|
| 727 | <b>Platform:</b>
|
---|
| 728 | \li PC SW: Yes
|
---|
| 729 | \li PPU : Yes
|
---|
| 730 | \li PS3 : Yes
|
---|
| 731 | \li XB360: Yes
|
---|
| 732 |
|
---|
| 733 | @see getNbStaticShapes()
|
---|
| 734 | @see getNbDynamicShapes()
|
---|
| 735 | */
|
---|
| 736 | virtual NxU32 getTotalNbShapes() const = 0;
|
---|
| 737 |
|
---|
| 738 | /**
|
---|
| 739 | \brief Returns the number of joints in the scene.
|
---|
| 740 |
|
---|
| 741 | \return the number of joints in this scene. This includes all joints, even broken ones.
|
---|
| 742 |
|
---|
| 743 | <b>Platform:</b>
|
---|
| 744 | \li PC SW: Yes
|
---|
| 745 | \li PPU : No
|
---|
| 746 | \li PS3 : Yes
|
---|
| 747 | \li XB360: Yes
|
---|
| 748 |
|
---|
| 749 | @see getNextJoint()
|
---|
| 750 | */
|
---|
| 751 | virtual NxU32 getNbJoints() const = 0;
|
---|
| 752 |
|
---|
| 753 | /**
|
---|
| 754 |
|
---|
| 755 | \brief Restarts the joint iterator so that the next call to ::getNextJoint() returns the first joint in the scene.
|
---|
| 756 |
|
---|
| 757 | Creating or deleting joints resets the joint iterator.
|
---|
| 758 |
|
---|
| 759 | <b>Platform:</b>
|
---|
| 760 | \li PC SW: Yes
|
---|
| 761 | \li PPU : No
|
---|
| 762 | \li PS3 : Yes
|
---|
| 763 | \li XB360: Yes
|
---|
| 764 |
|
---|
| 765 | @see resetJointIterator() getNbJoints()
|
---|
| 766 | */
|
---|
| 767 | virtual void resetJointIterator() = 0;
|
---|
| 768 |
|
---|
| 769 | /**
|
---|
| 770 | \brief Retrieves the next joint when iterating.
|
---|
| 771 |
|
---|
| 772 | First call resetJointIterator(), then call this method repeatedly until it returns
|
---|
| 773 | zero. After a call to resetJointIterator(), repeated calls to getNextJoint() should return a sequence of getNbJoints()
|
---|
| 774 | joint pointers. The getNbJoints()+1th call will return 0.
|
---|
| 775 | Creating or deleting joints resets the joint iterator.
|
---|
| 776 |
|
---|
| 777 | @see resetJointIterator.
|
---|
| 778 |
|
---|
| 779 | \return The next joint in the iteration sequence. Or NULL when the end of the list of joints is reached.
|
---|
| 780 |
|
---|
| 781 | <b>Platform:</b>
|
---|
| 782 | \li PC SW: Yes
|
---|
| 783 | \li PPU : No
|
---|
| 784 | \li PS3 : Yes
|
---|
| 785 | \li XB360: Yes
|
---|
| 786 |
|
---|
| 787 | @see resetJointIterator() getNbJoints()
|
---|
| 788 | */
|
---|
| 789 | virtual NxJoint * getNextJoint() = 0;
|
---|
| 790 |
|
---|
| 791 | /**
|
---|
| 792 | \brief Returns the number of effectors in the scene.
|
---|
| 793 |
|
---|
| 794 | \return the number of effectors in this scene.
|
---|
| 795 |
|
---|
| 796 | <b>Platform:</b>
|
---|
| 797 | \li PC SW: Yes
|
---|
| 798 | \li PPU : No
|
---|
| 799 | \li PS3 : Yes
|
---|
| 800 | \li XB360: Yes
|
---|
| 801 |
|
---|
| 802 | @see getNextEffector()
|
---|
| 803 | */
|
---|
| 804 | virtual NxU32 getNbEffectors() const = 0;
|
---|
| 805 |
|
---|
| 806 | /**
|
---|
| 807 | \brief Restarts the effector iterator so that the next call to ::getNextEffector() returns the first effector in the scene.
|
---|
| 808 |
|
---|
| 809 | Creating or deleting effectors resets the joint iterator.
|
---|
| 810 |
|
---|
| 811 | <b>Platform:</b>
|
---|
| 812 | \li PC SW: Yes
|
---|
| 813 | \li PPU : No
|
---|
| 814 | \li PS3 : Yes
|
---|
| 815 | \li XB360: Yes
|
---|
| 816 |
|
---|
| 817 | @see getNextEffector() getNbEffectors()
|
---|
| 818 | */
|
---|
| 819 | virtual void resetEffectorIterator() = 0;
|
---|
| 820 |
|
---|
| 821 | /**
|
---|
| 822 | \brief Retrieves the next effector when iterating through the effectors in the scene.
|
---|
| 823 |
|
---|
| 824 | First call resetEffectorIterator(), then call this method repeatedly until it returns
|
---|
| 825 | zero. After a call to resetEffectorIterator(), repeated calls to getNextEffector() should return a sequence of getNbEffectors()
|
---|
| 826 | effector pointers. The getNbEffectors()+1th call will return 0.
|
---|
| 827 | Creating or deleting effectors resets the joint iterator.
|
---|
| 828 |
|
---|
| 829 | @see resetEffectorIterator.
|
---|
| 830 |
|
---|
| 831 | \return The next effector in the iteration sequence. Or NULL when the end of the list of joints is reached.
|
---|
| 832 |
|
---|
| 833 | <b>Platform:</b>
|
---|
| 834 | \li PC SW: Yes
|
---|
| 835 | \li PPU : No
|
---|
| 836 | \li PS3 : Yes
|
---|
| 837 | \li XB360: Yes
|
---|
| 838 |
|
---|
| 839 | @see resetEffectorIterator() getNbEffectors()
|
---|
| 840 | */
|
---|
| 841 | virtual NxEffector * getNextEffector() = 0;
|
---|
| 842 | //@}
|
---|
| 843 | /************************************************************************************************/
|
---|
| 844 |
|
---|
| 845 | /** @name Materials
|
---|
| 846 | */
|
---|
| 847 | //@{
|
---|
| 848 |
|
---|
| 849 | /**
|
---|
| 850 | \brief Return the number of materials in the scene.
|
---|
| 851 |
|
---|
| 852 | Note that the returned value is not related to material indices (NxMaterialIndex).
|
---|
| 853 | Those may not be allocated continuously, and its values may be higher than getNbMaterials().
|
---|
| 854 | This will also include the default material which exists without having to be created.
|
---|
| 855 |
|
---|
| 856 | \return The size of the internal material array.
|
---|
| 857 |
|
---|
| 858 | <b>Platform:</b>
|
---|
| 859 | \li PC SW: Yes
|
---|
| 860 | \li PPU : Yes
|
---|
| 861 | \li PS3 : Yes
|
---|
| 862 | \li XB360: Yes
|
---|
| 863 |
|
---|
| 864 | @see getMaterialArray()
|
---|
| 865 | */
|
---|
| 866 | virtual NxU32 getNbMaterials() const = 0;
|
---|
| 867 |
|
---|
| 868 | /**
|
---|
| 869 | \brief Writes the scene's array of material pointers to a user buffer.
|
---|
| 870 |
|
---|
| 871 | bufferSize is the number of pointers (not bytes) that the buffer can hold.
|
---|
| 872 | usersIterator is an iterator that the user should initialize to 0 to start copying the array from the beginning.
|
---|
| 873 | Once the first call succeeds, the SDK will have changed the value of the iterator (in some data structure specific way) such that the
|
---|
| 874 | next get*Array() call will return the next batch of values. This way a large internal array can be read out with several calls into
|
---|
| 875 | a smaller user side buffer.
|
---|
| 876 |
|
---|
| 877 | Returns the number of pointers written, this should be less or equal to bufferSize. This will also return the default material which exists without having to be created.
|
---|
| 878 |
|
---|
| 879 | The ordering of the materials in the array is not specified.
|
---|
| 880 |
|
---|
| 881 | Usage example:
|
---|
| 882 | \code
|
---|
| 883 | NxMaterial * ptrs[3];
|
---|
| 884 | NxU32 iterator = 0;
|
---|
| 885 | while (3 == s->getMaterialArray(ptrs, 3, iterator))
|
---|
| 886 | process3Materials(ptrs);
|
---|
| 887 |
|
---|
| 888 | \endcode
|
---|
| 889 |
|
---|
| 890 | \param[out] userBuffer The buffer to recieve material pointers.
|
---|
| 891 | \param[in] bufferSize The number of material pointers which can be stored in the buffer.
|
---|
| 892 | \param[in,out] usersIterator Cookie used to continue iteration from the last position.
|
---|
| 893 | \return The number of material pointers written to userBuffer.
|
---|
| 894 |
|
---|
| 895 | <b>Platform:</b>
|
---|
| 896 | \li PC SW: Yes
|
---|
| 897 | \li PPU : Yes
|
---|
| 898 | \li PS3 : Yes
|
---|
| 899 | \li XB360: Yes
|
---|
| 900 |
|
---|
| 901 | @see getNbMaterials() NxMaterial
|
---|
| 902 | */
|
---|
| 903 | virtual NxU32 getMaterialArray(NxMaterial ** userBuffer, NxU32 bufferSize, NxU32 & usersIterator) = 0;
|
---|
| 904 |
|
---|
| 905 | /**
|
---|
| 906 | \brief Returns current highest valid material index.
|
---|
| 907 |
|
---|
| 908 | Note that not all indices below this are valid if some of them belong to meshes that
|
---|
| 909 | have been freed.
|
---|
| 910 |
|
---|
| 911 | \return The highest material index.
|
---|
| 912 |
|
---|
| 913 | <b>Platform:</b>
|
---|
| 914 | \li PC SW: Yes
|
---|
| 915 | \li PPU : Yes
|
---|
| 916 | \li PS3 : Yes
|
---|
| 917 | \li XB360: Yes
|
---|
| 918 |
|
---|
| 919 | @see NxMaterial NxMaterialIndex NxScene.createMaterial()
|
---|
| 920 | */
|
---|
| 921 |
|
---|
| 922 | virtual NxMaterialIndex getHighestMaterialIndex() const = 0;
|
---|
| 923 |
|
---|
| 924 | /**
|
---|
| 925 | \brief Retrieves the material with the given material index.
|
---|
| 926 |
|
---|
| 927 | If the material index is out of range or belongs to a material that was released, 0 is returned,
|
---|
| 928 | but no error is reported.
|
---|
| 929 | You can get a pointer to the default material (the material that all invalid material indices are mapped to) by using index 0.
|
---|
| 930 | You can then change this default material. Releasing the default material has no effect.
|
---|
| 931 |
|
---|
| 932 | \param[in] matIndex Material index to retrieve.
|
---|
| 933 | \return The associated material.
|
---|
| 934 |
|
---|
| 935 | <b>Platform:</b>
|
---|
| 936 | \li PC SW: Yes
|
---|
| 937 | \li PPU : Yes
|
---|
| 938 | \li PS3 : Yes
|
---|
| 939 | \li XB360: Yes
|
---|
| 940 |
|
---|
| 941 | @see NxMaterial NxMaterialIndex NxScene.createMaterial() getHighestMaterialIndex()
|
---|
| 942 | */
|
---|
| 943 | virtual NxMaterial * getMaterialFromIndex(NxMaterialIndex matIndex) = 0;
|
---|
| 944 |
|
---|
| 945 | //@}
|
---|
| 946 | /************************************************************************************************/
|
---|
| 947 |
|
---|
| 948 | /**
|
---|
| 949 | \brief Flush the scene's command queue for processing.
|
---|
| 950 |
|
---|
| 951 | Flushes any buffered commands so that they get executed.
|
---|
| 952 | Ensures that commands buffered in the system will continue to make forward progress until completion.
|
---|
| 953 |
|
---|
| 954 | <b>Platform:</b>
|
---|
| 955 | \li PC SW: Yes
|
---|
| 956 | \li PPU : Yes
|
---|
| 957 | \li PS3 : Yes
|
---|
| 958 | \li XB360: Yes
|
---|
| 959 |
|
---|
| 960 | @see setTiming() simulate() fetchResults() checkResults()
|
---|
| 961 | */
|
---|
| 962 | virtual void flushStream() = 0;
|
---|
| 963 |
|
---|
| 964 | /**
|
---|
| 965 | \brief Sets simulation timing parameters used in simulate(elapsedTime).
|
---|
| 966 |
|
---|
| 967 | If method is NX_TIMESTEP_FIXED, elapsedTime is internally subdivided into up to
|
---|
| 968 | maxIter substeps no larger than maxTimestep.
|
---|
| 969 |
|
---|
| 970 | If elapsedTime is not a multiple of maxTimestep then any remaining time is accumulated
|
---|
| 971 | to be added onto the elapsedTime for the next time step.
|
---|
| 972 |
|
---|
| 973 | If more sub steps than maxIter are needed to advance the simulation by elapsed time, then
|
---|
| 974 | the remaining time is also accumulated for the next call to simulate().
|
---|
| 975 |
|
---|
| 976 | The timestep method of TIMESTEP_FIXED is strongly preferred for stable, reproducible simulation.
|
---|
| 977 |
|
---|
| 978 | Alternatively NX_TIMESTEP_VARIABLE can be used, in this case the first two parameters
|
---|
| 979 | are not used. See also ::NxTimeStepMethod.
|
---|
| 980 |
|
---|
| 981 | \param[in] maxTimestep Maximum size to take for a timestep. <b>Range:</b> (0,inf)
|
---|
| 982 | \param[in] maxIter Maximum number of iterations to divide a timestep into.
|
---|
| 983 | \param[in] method Method to use for for timestepp(either variable time step or fixed). See #NxTimeStepMethod.
|
---|
| 984 |
|
---|
| 985 | <b>Platform:</b>
|
---|
| 986 | \li PC SW: Yes
|
---|
| 987 | \li PPU : No
|
---|
| 988 | \li PS3 : Yes
|
---|
| 989 | \li XB360: Yes
|
---|
| 990 |
|
---|
| 991 | @see flushStream() simulate() fetchResults() checkResults()
|
---|
| 992 | */
|
---|
| 993 | virtual void setTiming(NxReal maxTimestep=1.0f/60.0f, NxU32 maxIter=8, NxTimeStepMethod method=NX_TIMESTEP_FIXED) = 0;
|
---|
| 994 |
|
---|
| 995 | /**
|
---|
| 996 | \brief Retrieves simulation timing parameters.
|
---|
| 997 |
|
---|
| 998 | \param[in] maxTimestep Maximum size to take for a timestep. <b>Range:</b> (0,inf)
|
---|
| 999 | \param[in] maxIter Maximum number of iterations to divide a timestep into.
|
---|
| 1000 | \param[in] method Method to use for for timestepp(either variable time step or fixed). See #NxTimeStepMethod.
|
---|
| 1001 | \param[in] numSubSteps The number of sub steps the time step will be divided into.
|
---|
| 1002 |
|
---|
| 1003 | <b>Platform:</b>
|
---|
| 1004 | \li PC SW: Yes
|
---|
| 1005 | \li PPU : No
|
---|
| 1006 | \li PS3 : Yes
|
---|
| 1007 | \li XB360: Yes
|
---|
| 1008 |
|
---|
| 1009 | @see setTiming()
|
---|
| 1010 | */
|
---|
| 1011 | virtual void getTiming(NxReal& maxTimestep, NxU32& maxIter, NxTimeStepMethod& method, NxU32* numSubSteps=NULL) const = 0;
|
---|
| 1012 |
|
---|
| 1013 | /**
|
---|
| 1014 | \brief Retrieves the debug renderable.
|
---|
| 1015 |
|
---|
| 1016 | This will contain the results of any active visualization for this scene.
|
---|
| 1017 | \return The debug renderable.
|
---|
| 1018 |
|
---|
| 1019 | <b>Platform:</b>
|
---|
| 1020 | \li PC SW: Yes
|
---|
| 1021 | \li PPU : No
|
---|
| 1022 | \li PS3 : Yes
|
---|
| 1023 | \li XB360: Yes
|
---|
| 1024 |
|
---|
| 1025 | @see NxDebugRenderable
|
---|
| 1026 | */
|
---|
| 1027 | virtual const NxDebugRenderable * getDebugRenderable() = 0;
|
---|
| 1028 |
|
---|
| 1029 | /**
|
---|
| 1030 | \brief Call this method to retrieve the Physics SDK.
|
---|
| 1031 |
|
---|
| 1032 | \return The physics SDK this scene is associated with.
|
---|
| 1033 |
|
---|
| 1034 | <b>Platform:</b>
|
---|
| 1035 | \li PC SW: Yes
|
---|
| 1036 | \li PPU : Yes
|
---|
| 1037 | \li PS3 : Yes
|
---|
| 1038 | \li XB360: Yes
|
---|
| 1039 |
|
---|
| 1040 | @see NxPhysicsSDK
|
---|
| 1041 | */
|
---|
| 1042 | virtual NxPhysicsSDK& getPhysicsSDK() = 0;
|
---|
| 1043 |
|
---|
| 1044 | /**
|
---|
| 1045 | \brief Call this method to retrieve statistics about the current scene.
|
---|
| 1046 |
|
---|
| 1047 | \param[out] stats Used to retrieve statistics for the scene. See #NxSceneStats.
|
---|
| 1048 |
|
---|
| 1049 | <b>Platform:</b>
|
---|
| 1050 | \li PC SW: Yes
|
---|
| 1051 | \li PPU : No
|
---|
| 1052 | \li PS3 : Yes
|
---|
| 1053 | \li XB360: Yes
|
---|
| 1054 |
|
---|
| 1055 | @see NxSceneStats getLimits()
|
---|
| 1056 | */
|
---|
| 1057 | virtual void getStats(NxSceneStats& stats) const = 0;
|
---|
| 1058 |
|
---|
| 1059 | /**
|
---|
| 1060 | \brief Call to retrieve the expected object count limits set in the scene descriptor.
|
---|
| 1061 |
|
---|
| 1062 | \param[out] limits Used to retrieve the limits for the scene(eg maximum number of actors). See #NxSceneLimits.
|
---|
| 1063 |
|
---|
| 1064 | <b>Platform:</b>
|
---|
| 1065 | \li PC SW: Yes
|
---|
| 1066 | \li PPU : No
|
---|
| 1067 | \li PS3 : Yes
|
---|
| 1068 | \li XB360: Yes
|
---|
| 1069 |
|
---|
| 1070 | @see NxSceneLimits getStats() NxSceneStats
|
---|
| 1071 | */
|
---|
| 1072 | virtual void getLimits(NxSceneLimits& limits) const = 0;
|
---|
| 1073 |
|
---|
| 1074 | /************************************************************************************************/
|
---|
| 1075 |
|
---|
| 1076 | /** @name Callbacks
|
---|
| 1077 | */
|
---|
| 1078 | //@{
|
---|
| 1079 |
|
---|
| 1080 | /**
|
---|
| 1081 | \brief Sets a user notify object which receives special simulation events when they occur.
|
---|
| 1082 |
|
---|
| 1083 | \param[in] callback User notification callback. See #NxUserNotify.
|
---|
| 1084 |
|
---|
| 1085 | <b>Platform:</b>
|
---|
| 1086 | \li PC SW: Yes
|
---|
| 1087 | \li PPU : No
|
---|
| 1088 | \li PS3 : Yes
|
---|
| 1089 | \li XB360: Yes
|
---|
| 1090 |
|
---|
| 1091 | @see NxUserNotify getUserNotify
|
---|
| 1092 | */
|
---|
| 1093 | virtual void setUserNotify(NxUserNotify* callback) = 0;
|
---|
| 1094 |
|
---|
| 1095 | /**
|
---|
| 1096 | \brief Retrieves the userNotify pointer set with setUserNotify().
|
---|
| 1097 |
|
---|
| 1098 | \return The current user notify pointer. See #NxUserNotify.
|
---|
| 1099 |
|
---|
| 1100 | <b>Platform:</b>
|
---|
| 1101 | \li PC SW: Yes
|
---|
| 1102 | \li PPU : No
|
---|
| 1103 | \li PS3 : Yes
|
---|
| 1104 | \li XB360: Yes
|
---|
| 1105 |
|
---|
| 1106 | @see NxUserNotify setUserNotify()
|
---|
| 1107 | */
|
---|
| 1108 | virtual NxUserNotify* getUserNotify() const = 0;
|
---|
| 1109 |
|
---|
| 1110 | /**
|
---|
| 1111 | \brief Sets a trigger report object which receives collision trigger events.
|
---|
| 1112 |
|
---|
| 1113 | \param[in] callback User trigger callback. See #NxUserTriggerReport.
|
---|
| 1114 |
|
---|
| 1115 | <b>Platform:</b>
|
---|
| 1116 | \li PC SW: Yes
|
---|
| 1117 | \li PPU : No
|
---|
| 1118 | \li PS3 : Yes
|
---|
| 1119 | \li XB360: Yes
|
---|
| 1120 |
|
---|
| 1121 | @see NxUserTriggerReport getUserTriggerReport()
|
---|
| 1122 | */
|
---|
| 1123 | virtual void setUserTriggerReport(NxUserTriggerReport* callback) = 0;
|
---|
| 1124 |
|
---|
| 1125 | /**
|
---|
| 1126 | \brief Retrieves the callback pointer set with setUserTriggerReport().
|
---|
| 1127 |
|
---|
| 1128 | \return The current user trigger pointer. See #NxUserTriggerReport.
|
---|
| 1129 |
|
---|
| 1130 | <b>Platform:</b>
|
---|
| 1131 | \li PC SW: Yes
|
---|
| 1132 | \li PPU : No
|
---|
| 1133 | \li PS3 : Yes
|
---|
| 1134 | \li XB360: Yes
|
---|
| 1135 |
|
---|
| 1136 | @see NxUserTriggerReport setUserTriggerReport()
|
---|
| 1137 | */
|
---|
| 1138 | virtual NxUserTriggerReport* getUserTriggerReport() const = 0;
|
---|
| 1139 |
|
---|
| 1140 | /**
|
---|
| 1141 | \brief Sets a contact report object which receives collision contact events.
|
---|
| 1142 |
|
---|
| 1143 | \param[in] callback User contact callback. See #NxUserContactReport.
|
---|
| 1144 |
|
---|
| 1145 | <b>Platform:</b>
|
---|
| 1146 | \li PC SW: Yes
|
---|
| 1147 | \li PPU : No
|
---|
| 1148 | \li PS3 : Yes
|
---|
| 1149 | \li XB360: Yes
|
---|
| 1150 |
|
---|
| 1151 | @see NxUserContactReport getUserContactReport()
|
---|
| 1152 | */
|
---|
| 1153 | virtual void setUserContactReport(NxUserContactReport* callback) = 0;
|
---|
| 1154 |
|
---|
| 1155 | /**
|
---|
| 1156 | \brief Retrieves the callback pointer set with setUserContactReport().
|
---|
| 1157 |
|
---|
| 1158 | \return The current user contact reporter. See #NxUserContactReport.
|
---|
| 1159 |
|
---|
| 1160 | <b>Platform:</b>
|
---|
| 1161 | \li PC SW: Yes
|
---|
| 1162 | \li PPU : No
|
---|
| 1163 | \li PS3 : Yes
|
---|
| 1164 | \li XB360: Yes
|
---|
| 1165 |
|
---|
| 1166 | @see NxUserContactReport setUserContactReport()
|
---|
| 1167 | */
|
---|
| 1168 | virtual NxUserContactReport* getUserContactReport() const = 0;
|
---|
| 1169 |
|
---|
| 1170 | #if NX_USE_FLUID_API
|
---|
| 1171 |
|
---|
| 1172 | /**
|
---|
| 1173 | Not available in the current release.
|
---|
| 1174 | The fluid equivalent for registering a specialized version of the user contact report.
|
---|
| 1175 |
|
---|
| 1176 | \param[in] callback User fluid contact callback. See #NxUserFluidContactReport.
|
---|
| 1177 |
|
---|
| 1178 | <b>Platform:</b>
|
---|
| 1179 | \li PC SW: No
|
---|
| 1180 | \li PPU : No
|
---|
| 1181 | \li PS3 : No
|
---|
| 1182 | \li XB360: No
|
---|
| 1183 | */
|
---|
| 1184 | virtual void setUserFluidContactReport(NxUserFluidContactReport* callback) = 0;
|
---|
| 1185 |
|
---|
| 1186 | /**
|
---|
| 1187 | Not available in the current release.
|
---|
| 1188 | Retrieves the callback pointer set with setUserFluidContactReport().
|
---|
| 1189 |
|
---|
| 1190 | \return The current user fluid contact reporter. See #NxUserFluidContactReport.
|
---|
| 1191 |
|
---|
| 1192 | <b>Platform:</b>
|
---|
| 1193 | \li PC SW: No
|
---|
| 1194 | \li PPU : No
|
---|
| 1195 | \li PS3 : No
|
---|
| 1196 | \li XB360: No
|
---|
| 1197 | */
|
---|
| 1198 | virtual NxUserFluidContactReport* getUserFluidContactReport() const = 0;
|
---|
| 1199 |
|
---|
| 1200 | #endif
|
---|
| 1201 | //@}
|
---|
| 1202 | /************************************************************************************************/
|
---|
| 1203 |
|
---|
| 1204 | /** @name Raycasting
|
---|
| 1205 | */
|
---|
| 1206 | //@{
|
---|
| 1207 |
|
---|
| 1208 | /**
|
---|
| 1209 | \brief Returns true if any axis aligned bounding box enclosing a shape of type shapeType is intersected by the ray.
|
---|
| 1210 |
|
---|
| 1211 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1212 |
|
---|
| 1213 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1214 | \param[in] shapesType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1215 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1216 | \param[in] maxDist Max distance to check along the ray for intersecting bounds. <b>Range:</b> (0,inf)
|
---|
| 1217 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1218 |
|
---|
| 1219 | \return true if any axis aligned bounding box enclosing a shape of type shapeType is intersected by the ray
|
---|
| 1220 |
|
---|
| 1221 | <b>Platform:</b>
|
---|
| 1222 | \li PC SW: Yes
|
---|
| 1223 | \li PPU : No
|
---|
| 1224 | \li PS3 : Yes
|
---|
| 1225 | \li XB360: Yes
|
---|
| 1226 |
|
---|
| 1227 | @see NxShapesType NxRay NxShape.setGroup() raycastAnyShape()
|
---|
| 1228 | */
|
---|
| 1229 | virtual bool raycastAnyBounds (const NxRay& worldRay, NxShapesType shapesType, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1230 |
|
---|
| 1231 | /**
|
---|
| 1232 | \brief Returns true if any shape of type ShapeType is intersected by the ray.
|
---|
| 1233 |
|
---|
| 1234 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1235 |
|
---|
| 1236 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1237 | \param[in] shapesType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1238 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1239 | \param[in] maxDist Max distance to check along the ray for intersecting objects. <b>Range:</b> (0,inf)
|
---|
| 1240 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1241 |
|
---|
| 1242 | \return Returns true if any shape of type ShapeType is intersected by the ray.
|
---|
| 1243 |
|
---|
| 1244 | <b>Platform:</b>
|
---|
| 1245 | \li PC SW: Yes
|
---|
| 1246 | \li PPU : No
|
---|
| 1247 | \li PS3 : Yes
|
---|
| 1248 | \li XB360: Yes
|
---|
| 1249 |
|
---|
| 1250 | @see NxShapesType NxRay NxShape.setGroup() raycastAnyBounds()
|
---|
| 1251 | */
|
---|
| 1252 | virtual bool raycastAnyShape (const NxRay& worldRay, NxShapesType shapesType, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1253 |
|
---|
| 1254 | /**
|
---|
| 1255 | \brief Calls the report's hitCallback() method for all the axis aligned bounding boxes enclosing shapes of type ShapeType intersected by the ray.
|
---|
| 1256 |
|
---|
| 1257 | The point of impact is provided as a parameter to hitCallback().
|
---|
| 1258 | hintFlags is a combination of ::NxRaycastBit flags.
|
---|
| 1259 | Returns the number of shapes hit.
|
---|
| 1260 |
|
---|
| 1261 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1262 |
|
---|
| 1263 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1264 | \param[in] report User callback, to be called when an intersection is encountered.
|
---|
| 1265 | \param[in] shapesType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1266 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1267 | \param[in] maxDist Max distance to check along the ray for intersecting objects. <b>Range:</b> (0,inf)
|
---|
| 1268 | \param[in] hintFlags Allows the user to specify which field of #NxRaycastHit they are interested in.
|
---|
| 1269 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1270 |
|
---|
| 1271 | \return the number of shapes hit.
|
---|
| 1272 |
|
---|
| 1273 | <b>Platform:</b>
|
---|
| 1274 | \li PC SW: Yes
|
---|
| 1275 | \li PPU : No
|
---|
| 1276 | \li PS3 : Yes
|
---|
| 1277 | \li XB360: Yes
|
---|
| 1278 |
|
---|
| 1279 | @see raycastAnyBounds() raycastAllShapes() NxRay NxUserRaycastReport NxShapesType NxShape.setGroup() NxRaycastHit
|
---|
| 1280 | */
|
---|
| 1281 | virtual NxU32 raycastAllBounds (const NxRay& worldRay, NxUserRaycastReport& report, NxShapesType shapesType, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, NxU32 hintFlags=0xffffffff, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1282 |
|
---|
| 1283 | /**
|
---|
| 1284 | \brief Calls the report's hitCallback() method for all the shapes of type ShapeType intersected by the ray.
|
---|
| 1285 |
|
---|
| 1286 | hintFlags is a combination of ::NxRaycastBit flags.
|
---|
| 1287 | Returns the number of shapes hit. The point of impact is provided as a parameter to hitCallback().
|
---|
| 1288 |
|
---|
| 1289 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1290 |
|
---|
| 1291 | <h3>Example</h3>
|
---|
| 1292 |
|
---|
| 1293 | \include NxUserRaycastReport_Usage.cpp
|
---|
| 1294 |
|
---|
| 1295 |
|
---|
| 1296 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1297 | \param[in] report User callback, to be called when an intersection is encountered.
|
---|
| 1298 | \param[in] shapesType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1299 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1300 | \param[in] maxDist Max distance to check along the ray for intersecting objects. <b>Range:</b> (0,inf)
|
---|
| 1301 | \param[in] hintFlags Allows the user to specify which field of #NxRaycastHit they are interested in. See #NxRaycastBit
|
---|
| 1302 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1303 |
|
---|
| 1304 | \return the number of shapes hit
|
---|
| 1305 |
|
---|
| 1306 | <b>Platform:</b>
|
---|
| 1307 | \li PC SW: Yes
|
---|
| 1308 | \li PPU : No
|
---|
| 1309 | \li PS3 : Yes
|
---|
| 1310 | \li XB360: Yes
|
---|
| 1311 |
|
---|
| 1312 | @see raycastAnyShape() raycastAllBounds() NxRay NxUserRaycastReport NxShapesType NxShape.setGroup() NxRaycastHit
|
---|
| 1313 | */
|
---|
| 1314 | virtual NxU32 raycastAllShapes (const NxRay& worldRay, NxUserRaycastReport& report, NxShapesType shapesType, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, NxU32 hintFlags=0xffffffff, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1315 |
|
---|
| 1316 | /**
|
---|
| 1317 | \brief Returns the first axis aligned bounding box enclosing a shape of type shapeType that is hit along the ray.
|
---|
| 1318 |
|
---|
| 1319 | The world space intersectin point, and the distance along the ray are also provided.
|
---|
| 1320 | hintFlags is a combination of ::NxRaycastBit flags.
|
---|
| 1321 |
|
---|
| 1322 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1323 |
|
---|
| 1324 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1325 | \param[in] shapeType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1326 | \param[out] hit Description of the intersection. See #NxRaycastHit.
|
---|
| 1327 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1328 | \param[in] maxDist Max distance to check along the ray for intersecting objects. <b>Range:</b> (0,inf)
|
---|
| 1329 | \param[in] hintFlags Allows the user to specify which field of #NxRaycastHit they are interested in. See #NxRaycastBit
|
---|
| 1330 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1331 |
|
---|
| 1332 | \return The shape which is hit.
|
---|
| 1333 |
|
---|
| 1334 | <b>Platform:</b>
|
---|
| 1335 | \li PC SW: Yes
|
---|
| 1336 | \li PPU : No
|
---|
| 1337 | \li PS3 : Yes
|
---|
| 1338 | \li XB360: Yes
|
---|
| 1339 |
|
---|
| 1340 | @see raycastAllBounds() NxRay NxShapesType NxRaycastHit NxShape.setGroup() NxRaycastBit
|
---|
| 1341 | */
|
---|
| 1342 | virtual NxShape* raycastClosestBounds (const NxRay& worldRay, NxShapesType shapeType, NxRaycastHit& hit, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, NxU32 hintFlags=0xffffffff, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1343 |
|
---|
| 1344 | /**
|
---|
| 1345 | \brief Returns the first shape of type shapeType that is hit along the ray.
|
---|
| 1346 |
|
---|
| 1347 | The world space intersectin point, and the distance along the ray are also provided.
|
---|
| 1348 | hintFlags is a combination of ::NxRaycastBit flags.
|
---|
| 1349 |
|
---|
| 1350 | Note: Make certain that the direction vector of NxRay is normalized.
|
---|
| 1351 |
|
---|
| 1352 | \param[in] worldRay The ray to cast in the global frame. <b>Range:</b> See #NxRay
|
---|
| 1353 | \param[in] shapeType Choose if to raycast against static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1354 | \param[out] hit Description of the intersection. See #NxRaycastHit.
|
---|
| 1355 | \param[in] groups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1356 | \param[in] maxDist Max distance to check along the ray for intersecting objects. <b>Range:</b> (0,inf)
|
---|
| 1357 | \param[in] hintFlags Allows the user to specify which field of #NxRaycastHit they are interested in. See #NxRaycastBit
|
---|
| 1358 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1359 |
|
---|
| 1360 | \return The shape which is hit.
|
---|
| 1361 |
|
---|
| 1362 | <b>Platform:</b>
|
---|
| 1363 | \li PC SW: Yes
|
---|
| 1364 | \li PPU : No
|
---|
| 1365 | \li PS3 : Yes
|
---|
| 1366 | \li XB360: Yes
|
---|
| 1367 |
|
---|
| 1368 | @see raycastAllShapes() NxRay NxShapesType NxRaycastHit NxShape.setGroup() NxRaycastBit
|
---|
| 1369 | */
|
---|
| 1370 | virtual NxShape* raycastClosestShape (const NxRay& worldRay, NxShapesType shapeType, NxRaycastHit& hit, NxU32 groups=0xffffffff, NxReal maxDist=NX_MAX_F32, NxU32 hintFlags=0xffffffff, const NxGroupsMask* groupsMask=NULL) const = 0;
|
---|
| 1371 |
|
---|
| 1372 | //@}
|
---|
| 1373 | /************************************************************************************************/
|
---|
| 1374 |
|
---|
| 1375 | /** @name Overlap Testing
|
---|
| 1376 | */
|
---|
| 1377 | //@{
|
---|
| 1378 |
|
---|
| 1379 | /**
|
---|
| 1380 | \brief Returns the set of shapes overlapped by the world-space sphere.
|
---|
| 1381 |
|
---|
| 1382 | You can test against static and/or dynamic objects by adjusting 'shapeType'.
|
---|
| 1383 | Shapes are written to the static array 'shapes', which should be big enough to hold 'nbShapes'.
|
---|
| 1384 | An alternative is to use the ::NxUserEntityReport callback mechanism.
|
---|
| 1385 |
|
---|
| 1386 | The function returns the total number of collided shapes.
|
---|
| 1387 |
|
---|
| 1388 | NOTE: this functions only tests against the objects' AABBs!
|
---|
| 1389 |
|
---|
| 1390 | \param[in] worldSphere Sphere description in world space. <b>Range:</b> See #NxSphere
|
---|
| 1391 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1392 | \param[in] nbShapes Number of shapes that the buffer shapes can hold.
|
---|
| 1393 | \param[out] shapes Buffer to store intersecting shapes. Should be at least sizeof(NxShape *) * nbShapes.
|
---|
| 1394 | \param[in] callback Alternative method to retrieve overlapping shapes. Is called with sets of overlapping shapes.
|
---|
| 1395 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1396 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1397 |
|
---|
| 1398 | \return the total number of collided shapes.
|
---|
| 1399 |
|
---|
| 1400 | <b>Platform:</b>
|
---|
| 1401 | \li PC SW: Yes
|
---|
| 1402 | \li PPU : No
|
---|
| 1403 | \li PS3 : Yes
|
---|
| 1404 | \li XB360: Yes
|
---|
| 1405 |
|
---|
| 1406 | @see NxSphere NxShapesType overlapAABBShapes NxUserEntityReport NxShape.checkOverlapSphere()
|
---|
| 1407 | */
|
---|
| 1408 | virtual NxU32 overlapSphereShapes (const NxSphere& worldSphere, NxShapesType shapeType, NxU32 nbShapes, NxShape** shapes, NxUserEntityReport<NxShape*>* callback, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1409 |
|
---|
| 1410 | /**
|
---|
| 1411 | \brief Returns the set of shapes overlapped by the world-space AABB.
|
---|
| 1412 |
|
---|
| 1413 | You can test against static and/or dynamic objects by adjusting 'shapeType'.
|
---|
| 1414 | Shapes are written to the static array 'shapes', which should be big enough to hold 'nbShapes'.
|
---|
| 1415 | An alternative is to use the ::NxUserEntityReport callback mechanism.
|
---|
| 1416 |
|
---|
| 1417 | The function returns the total number of collided shapes.
|
---|
| 1418 |
|
---|
| 1419 | NOTE: this functions only tests against the objects' AABBs!
|
---|
| 1420 |
|
---|
| 1421 | \param[in] worldBounds Axis Aligned Bounding Box in world space. <b>Range:</b> See #NxBounds3
|
---|
| 1422 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1423 | \param[in] nbShapes Number of shapes that the buffer shapes can hold.
|
---|
| 1424 | \param[out] shapes Buffer to store intersecting shapes. Should be at least sizeof(NxShape *) * nbShapes.
|
---|
| 1425 | \param[in] callback Alternative method to retrieve overlapping shapes. Is called with sets of overlapping shapes.
|
---|
| 1426 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1427 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1428 |
|
---|
| 1429 | \return the total number of collided shapes.
|
---|
| 1430 |
|
---|
| 1431 | <b>Platform:</b>
|
---|
| 1432 | \li PC SW: Yes
|
---|
| 1433 | \li PPU : No
|
---|
| 1434 | \li PS3 : Yes
|
---|
| 1435 | \li XB360: Yes
|
---|
| 1436 |
|
---|
| 1437 | @see NxBounds3 NxShapesType overlapSphereShapes NxUserEntityReport NxShape.checkOverlapAABB()
|
---|
| 1438 | */
|
---|
| 1439 | virtual NxU32 overlapAABBShapes (const NxBounds3& worldBounds, NxShapesType shapeType, NxU32 nbShapes, NxShape** shapes, NxUserEntityReport<NxShape*>* callback, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1440 |
|
---|
| 1441 | /**
|
---|
| 1442 | \brief Returns the set of shapes which are in the negative half space of a number of planes.
|
---|
| 1443 |
|
---|
| 1444 | This function returns the set of shapes whose axis aligned bounding volumes are in the negative
|
---|
| 1445 | half space(side the normal points away from) of all the planes passed in.
|
---|
| 1446 |
|
---|
| 1447 | However the set of shapes returned is not conservative, ie additional shapes may be returned which
|
---|
| 1448 | do not actually intersect the union of the planes negative half space.
|
---|
| 1449 |
|
---|
| 1450 | You can test against static and/or dynamic objects by adjusting 'shapeType'.
|
---|
| 1451 | Shapes are written to the static array 'shapes', which should be big enough to hold 'nbShapes'.
|
---|
| 1452 | An alternative is to use the ::NxUserEntityReport callback mechanism.
|
---|
| 1453 |
|
---|
| 1454 | The function returns the total number of collided shapes.
|
---|
| 1455 |
|
---|
| 1456 | This function can be used for view-frustum culling by passing the 6 camera planes to the function.
|
---|
| 1457 |
|
---|
| 1458 | \warning Passing more than 32 planes to this function is unsupported and may result in undefined behavior.
|
---|
| 1459 |
|
---|
| 1460 | \param[in] nbPlanes Number of planes to test. (worldPlanes should contain this many planes)
|
---|
| 1461 | \param[in] worldPlanes Set of planes to test. <b>Range:</b> See #NxPlane
|
---|
| 1462 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1463 | \param[in] nbShapes Number of shapes that the buffer shapes can hold.
|
---|
| 1464 | \param[out] shapes Buffer to store intersecting shapes. Should be at least sizeof(NxShape *) * nbShapes.
|
---|
| 1465 | \param[in] callback Alternative method to retrieve overlapping shapes. Is called with sets of overlapping shapes.
|
---|
| 1466 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1467 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1468 |
|
---|
| 1469 | \return the total number of collided shapes.
|
---|
| 1470 |
|
---|
| 1471 | <b>Platform:</b>
|
---|
| 1472 | \li PC SW: Yes
|
---|
| 1473 | \li PPU : No
|
---|
| 1474 | \li PS3 : Yes
|
---|
| 1475 | \li XB360: Yes
|
---|
| 1476 |
|
---|
| 1477 | @see NxPlane overlapAABBShapes() overlapSphereShapes() NxShapesType NxUserEntityReport NxShape.setGroup()
|
---|
| 1478 | */
|
---|
| 1479 |
|
---|
| 1480 | virtual NxU32 cullShapes (NxU32 nbPlanes, const NxPlane* worldPlanes, NxShapesType shapeType, NxU32 nbShapes, NxShape** shapes, NxUserEntityReport<NxShape*>* callback, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1481 |
|
---|
| 1482 | /**
|
---|
| 1483 | \brief Checks whether a world-space sphere overlaps a shape or not.
|
---|
| 1484 |
|
---|
| 1485 | \param[in] worldSphere Sphere description in world space. <b>Range:</b> See #NxSphere
|
---|
| 1486 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1487 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1488 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1489 |
|
---|
| 1490 | \return True if the sphere overlaps a shape.
|
---|
| 1491 |
|
---|
| 1492 | <b>Platform:</b>
|
---|
| 1493 | \li PC SW: Yes
|
---|
| 1494 | \li PPU : No
|
---|
| 1495 | \li PS3 : Yes
|
---|
| 1496 | \li XB360: Yes
|
---|
| 1497 |
|
---|
| 1498 | @see NxSphere NxShapesType overlapSphereShapes NxShape.checkOverlapSphere()
|
---|
| 1499 | */
|
---|
| 1500 | virtual bool checkOverlapSphere (const NxSphere& worldSphere, NxShapesType shapeType=NX_ALL_SHAPES, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1501 |
|
---|
| 1502 | /**
|
---|
| 1503 | \brief Checks whether a world-space AABB overlaps a shape or not.
|
---|
| 1504 |
|
---|
| 1505 | \param[in] worldBounds Axis Aligned Bounding Box in world space. <b>Range:</b> See #NxBounds3
|
---|
| 1506 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1507 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1508 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1509 |
|
---|
| 1510 | \return True if the AABB overlaps a shape.
|
---|
| 1511 |
|
---|
| 1512 | <b>Platform:</b>
|
---|
| 1513 | \li PC SW: Yes
|
---|
| 1514 | \li PPU : No
|
---|
| 1515 | \li PS3 : Yes
|
---|
| 1516 | \li XB360: Yes
|
---|
| 1517 |
|
---|
| 1518 | @see NxBounds3 NxShapesType overlapAABBShapes NxShape.checkOverlapAABB()
|
---|
| 1519 | */
|
---|
| 1520 | virtual bool checkOverlapAABB (const NxBounds3& worldBounds, NxShapesType shapeType=NX_ALL_SHAPES, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1521 |
|
---|
| 1522 | /**
|
---|
| 1523 | \brief Checks whether a world-space capsule overlaps something or not.
|
---|
| 1524 |
|
---|
| 1525 | \param[in] worldCapsule Capsule description in world space. <b>Range:</b> See #NxCapsule
|
---|
| 1526 | \param[in] shapeType Choose if to intersect with static, dynamic or both types of shape. See #NxShapesType.
|
---|
| 1527 | \param[in] activeGroups Mask used to filter shape objects. See #NxShape::setGroup
|
---|
| 1528 | \param[in] groupsMask Alternative mask used to filter shapes. See #NxShape::setGroupsMask
|
---|
| 1529 |
|
---|
| 1530 | \return True if the capsule overlaps a shape.
|
---|
| 1531 |
|
---|
| 1532 | <b>Platform:</b>
|
---|
| 1533 | \li PC SW: Yes
|
---|
| 1534 | \li PPU : No
|
---|
| 1535 | \li PS3 : Yes
|
---|
| 1536 | \li XB360: Yes
|
---|
| 1537 |
|
---|
| 1538 | @see NxCapsule NxShapesType NxShape.setGroup NxShape.setGroupsMask
|
---|
| 1539 | */
|
---|
| 1540 | virtual bool checkOverlapCapsule (const NxCapsule& worldCapsule, NxShapesType shapeType=NX_ALL_SHAPES, NxU32 activeGroups=0xffffffff, const NxGroupsMask* groupsMask=NULL) = 0;
|
---|
| 1541 |
|
---|
| 1542 | //virtual NxU32 overlapAABBTriangles (const NxBounds3& worldBounds, NxArraySDK<NxTriangle>& worldTriangles) = 0;
|
---|
| 1543 | //@}
|
---|
| 1544 | /************************************************************************************************/
|
---|
| 1545 |
|
---|
| 1546 | /** @name Fluids
|
---|
| 1547 | */
|
---|
| 1548 | //@{
|
---|
| 1549 |
|
---|
| 1550 | #if NX_USE_FLUID_API
|
---|
| 1551 |
|
---|
| 1552 | /**
|
---|
| 1553 | Not available in the current release.
|
---|
| 1554 | Creates a fluid in this scene. NxFluidDesc::isValid() must return true.
|
---|
| 1555 |
|
---|
| 1556 | \param[in] fluidDesc Description of the fluid object to create. See #NxFluidDesc.
|
---|
| 1557 | \return The new fluid.
|
---|
| 1558 |
|
---|
| 1559 | <b>Platform:</b>
|
---|
| 1560 | \li PC SW: No
|
---|
| 1561 | \li PPU : Yes
|
---|
| 1562 | \li PS3 : No
|
---|
| 1563 | \li XB360: No
|
---|
| 1564 | */
|
---|
| 1565 | virtual NxFluid* createFluid(const NxFluidDesc& fluidDesc) = 0;
|
---|
| 1566 |
|
---|
| 1567 | /**
|
---|
| 1568 | Not available in the current release.
|
---|
| 1569 | Deletes the specified fluid. The fluid must be in this scene.
|
---|
| 1570 | Do not keep a reference to the deleted instance.
|
---|
| 1571 |
|
---|
| 1572 | \param[in] fluid Fluid to release.
|
---|
| 1573 |
|
---|
| 1574 | <b>Platform:</b>
|
---|
| 1575 | \li PC SW: No
|
---|
| 1576 | \li PPU : Yes
|
---|
| 1577 | \li PS3 : No
|
---|
| 1578 | \li XB360: No
|
---|
| 1579 | */
|
---|
| 1580 | virtual void releaseFluid(NxFluid& fluid) = 0;
|
---|
| 1581 |
|
---|
| 1582 | /**
|
---|
| 1583 | Not available in the current release.
|
---|
| 1584 | \return the number of fluids.
|
---|
| 1585 |
|
---|
| 1586 | <b>Platform:</b>
|
---|
| 1587 | \li PC SW: No
|
---|
| 1588 | \li PPU : Yes
|
---|
| 1589 | \li PS3 : No
|
---|
| 1590 | \li XB360: No
|
---|
| 1591 | */
|
---|
| 1592 | virtual NxU32 getNbFluids() const = 0;
|
---|
| 1593 |
|
---|
| 1594 | /**
|
---|
| 1595 | Not available in the current release.
|
---|
| 1596 | \return an array of fluid pointers with size getNbFluids().
|
---|
| 1597 |
|
---|
| 1598 | <b>Platform:</b>
|
---|
| 1599 | \li PC SW: No
|
---|
| 1600 | \li PPU : Yes
|
---|
| 1601 | \li PS3 : No
|
---|
| 1602 | \li XB360: No
|
---|
| 1603 | */
|
---|
| 1604 | virtual NxFluid** getFluids() = 0;
|
---|
| 1605 |
|
---|
| 1606 | /**
|
---|
| 1607 | Not available in the current release.
|
---|
| 1608 | Creates an implicit mesh in this scene. NxImplicitMeshDesc::isValid() must return true.
|
---|
| 1609 |
|
---|
| 1610 | \param[in] implMesh Descriptor for the Implicit mesh to create.
|
---|
| 1611 | \return The new implicit mesh.
|
---|
| 1612 |
|
---|
| 1613 | <b>Platform:</b>
|
---|
| 1614 | \li PC SW: No
|
---|
| 1615 | \li PPU : No
|
---|
| 1616 | \li PS3 : No
|
---|
| 1617 | \li XB360: No
|
---|
| 1618 | */
|
---|
| 1619 | virtual NxImplicitMesh* createImplicitMesh(const NxImplicitMeshDesc& implMesh) = 0;
|
---|
| 1620 |
|
---|
| 1621 | /**
|
---|
| 1622 | Not available in the current release.
|
---|
| 1623 | Deletes the specified implicit mesh. The implicit mesh must be in this scene.
|
---|
| 1624 | Do not keep a reference to the deleted instance.
|
---|
| 1625 |
|
---|
| 1626 | \param[in] implMesh Implicit mesh to release.
|
---|
| 1627 |
|
---|
| 1628 | <b>Platform:</b>
|
---|
| 1629 | \li PC SW: No
|
---|
| 1630 | \li PPU : No
|
---|
| 1631 | \li PS3 : No
|
---|
| 1632 | \li XB360: No
|
---|
| 1633 | */
|
---|
| 1634 | virtual void releaseImplicitMesh(NxImplicitMesh& implMesh) = 0;
|
---|
| 1635 |
|
---|
| 1636 | /**
|
---|
| 1637 | Not available in the current release.
|
---|
| 1638 | \return the number of implicit meshes.
|
---|
| 1639 |
|
---|
| 1640 | <b>Platform:</b>
|
---|
| 1641 | \li PC SW: No
|
---|
| 1642 | \li PPU : No
|
---|
| 1643 | \li PS3 : No
|
---|
| 1644 | \li XB360: No
|
---|
| 1645 | */
|
---|
| 1646 | virtual NxU32 getNbImplicitMeshes() const = 0;
|
---|
| 1647 |
|
---|
| 1648 | /**
|
---|
| 1649 | Not available in the current release.
|
---|
| 1650 | \return an array of implicit mesh pointers with size getNbImplicitMeshes().
|
---|
| 1651 |
|
---|
| 1652 | <b>Platform:</b>
|
---|
| 1653 | \li PC SW: No
|
---|
| 1654 | \li PPU : No
|
---|
| 1655 | \li PS3 : No
|
---|
| 1656 | \li XB360: No
|
---|
| 1657 | */
|
---|
| 1658 | virtual NxImplicitMesh** getImplicitMeshes() = 0;
|
---|
| 1659 |
|
---|
| 1660 | /**
|
---|
| 1661 | Not available in the current release.
|
---|
| 1662 | Create a triangle mesh for fluid collision with static triangles.
|
---|
| 1663 | Stream has to be created with NxCookFluidHardwareMesh().
|
---|
| 1664 |
|
---|
| 1665 | <b>Platform:</b>
|
---|
| 1666 | \li PC SW: No
|
---|
| 1667 | \li PPU : Yes
|
---|
| 1668 | \li PS3 : No
|
---|
| 1669 | \li XB360: No
|
---|
| 1670 | */
|
---|
| 1671 | virtual bool createFluidHardwareTriangleMesh(NxStream& stream) = 0;
|
---|
| 1672 |
|
---|
| 1673 | /**
|
---|
| 1674 | Not available in the current release.
|
---|
| 1675 | @see NxSceneDesc.simType
|
---|
| 1676 |
|
---|
| 1677 | <b>Platform:</b>
|
---|
| 1678 | \li PC SW: No
|
---|
| 1679 | \li PPU : Yes
|
---|
| 1680 | \li PS3 : No
|
---|
| 1681 | \li XB360: No
|
---|
| 1682 | */
|
---|
| 1683 | virtual NxU32 getSimType() const = 0;
|
---|
| 1684 |
|
---|
| 1685 | /**
|
---|
| 1686 | Not available in the current release.
|
---|
| 1687 | @see NxSceneDesc.hwSceneType
|
---|
| 1688 |
|
---|
| 1689 | <b>Platform:</b>
|
---|
| 1690 | \li PC SW: No
|
---|
| 1691 | \li PPU : Yes
|
---|
| 1692 | \li PS3 : No
|
---|
| 1693 | \li XB360: No
|
---|
| 1694 | */
|
---|
| 1695 | virtual NxU32 getHwSceneType() const = 0;
|
---|
| 1696 | #endif
|
---|
| 1697 |
|
---|
| 1698 | //@}
|
---|
| 1699 | /************************************************************************************************/
|
---|
| 1700 |
|
---|
| 1701 | /**
|
---|
| 1702 | \brief This is a query to see if the scene is in a state that allows the application to update scene state.
|
---|
| 1703 |
|
---|
| 1704 | \return True if the scene can be written by the application.
|
---|
| 1705 |
|
---|
| 1706 | <b>Platform:</b>
|
---|
| 1707 | \li PC SW: Yes
|
---|
| 1708 | \li PPU : Yes
|
---|
| 1709 | \li PS3 : Yes
|
---|
| 1710 | \li XB360: Yes
|
---|
| 1711 | */
|
---|
| 1712 | virtual bool isWritable() = 0;
|
---|
| 1713 |
|
---|
| 1714 | /**
|
---|
| 1715 | \brief Advances the simulation by an elapsedTime time.
|
---|
| 1716 |
|
---|
| 1717 | If elapsedTime is large, it is internally subdivided according to parameters provided with the
|
---|
| 1718 | #setTiming() method. See #setTiming() for a more detailed discussion of the elapsedTime parameter
|
---|
| 1719 | and time stepping behavior.
|
---|
| 1720 |
|
---|
| 1721 | Calls to simulate() should pair with calls to fetchResults():
|
---|
| 1722 | Each fetchResults() invocation corresponds to exactly one simulate()
|
---|
| 1723 | invocation; calling simulate() twice without an intervening fetchResults()
|
---|
| 1724 | or fetchResults() twice without an intervening simulate() causes an error
|
---|
| 1725 | condition.
|
---|
| 1726 |
|
---|
| 1727 | scene->simulate();
|
---|
| 1728 | ...do some processing until physics is computed...
|
---|
| 1729 | scene->fetchResults();
|
---|
| 1730 | ...now results of run may be retrieved.
|
---|
| 1731 |
|
---|
| 1732 | Applications should not modify physics objects between calls to
|
---|
| 1733 | simulate() and fetchResults();
|
---|
| 1734 |
|
---|
| 1735 | This method replaces startRun().
|
---|
| 1736 |
|
---|
| 1737 |
|
---|
| 1738 | \param[in] elapsedTime Amount of time to advance simulation by. <b>Range:</b> (0,inf)
|
---|
| 1739 |
|
---|
| 1740 | <b>Platform:</b>
|
---|
| 1741 | \li PC SW: Yes
|
---|
| 1742 | \li PPU : Yes
|
---|
| 1743 | \li PS3 : Yes
|
---|
| 1744 | \li XB360: Yes
|
---|
| 1745 |
|
---|
| 1746 | @see fetchResults() checkResults()
|
---|
| 1747 | */
|
---|
| 1748 | virtual void simulate(NxReal elapsedTime) = 0;
|
---|
| 1749 |
|
---|
| 1750 | /**
|
---|
| 1751 | \brief This checks to see if the part of the simulation run whose results you are interested in has completed.
|
---|
| 1752 |
|
---|
| 1753 | This does not cause the data available for reading to be updated with the results of the simulation, it is simply a status check.
|
---|
| 1754 | The bool will allow it to either return immediately or block waiting for the condition to be met so that it can return true
|
---|
| 1755 |
|
---|
| 1756 | This method replaces wait()
|
---|
| 1757 |
|
---|
| 1758 | \param[in] status The part of the simulation to check (eg NX_RIGID_BODY_FINISHED). See #NxSimulationStatus.
|
---|
| 1759 | \param[in] block When set to true will block until the condition is met.
|
---|
| 1760 | \return True if the results are available.
|
---|
| 1761 |
|
---|
| 1762 | <b>Platform:</b>
|
---|
| 1763 | \li PC SW: Yes
|
---|
| 1764 | \li PPU : Yes
|
---|
| 1765 | \li PS3 : Yes
|
---|
| 1766 | \li XB360: Yes
|
---|
| 1767 |
|
---|
| 1768 | @see simulate() fetchResults()
|
---|
| 1769 | */
|
---|
| 1770 | virtual bool checkResults(NxSimulationStatus status, bool block = false) = 0;
|
---|
| 1771 |
|
---|
| 1772 | /**
|
---|
| 1773 | This is the big brother to checkResults() it basically does the following:
|
---|
| 1774 |
|
---|
| 1775 | \code
|
---|
| 1776 | if ( checkResults(enum, block) )
|
---|
| 1777 | {
|
---|
| 1778 | fire appropriate callbacks
|
---|
| 1779 | swap buffers
|
---|
| 1780 | if (CheckResults(all_enums, false))
|
---|
| 1781 | make IsWritable() true
|
---|
| 1782 | return true
|
---|
| 1783 | }
|
---|
| 1784 | else
|
---|
| 1785 | return false
|
---|
| 1786 |
|
---|
| 1787 | \endcode
|
---|
| 1788 |
|
---|
| 1789 | \param[in] status The part of the simulation to fetch results for (eg NX_RIGID_BODY_FINISHED). See #NxSimulationStatus.
|
---|
| 1790 | \param[in] block When set to true will block until the condition is met.
|
---|
| 1791 | \param[in] errorState When non-zero will return an error value if an internal fatal error condition is detected.
|
---|
| 1792 | \return True if the results have been fetched.
|
---|
| 1793 |
|
---|
| 1794 | <b>Platform:</b>
|
---|
| 1795 | \li PC SW: Yes
|
---|
| 1796 | \li PPU : Yes
|
---|
| 1797 | \li PS3 : Yes
|
---|
| 1798 | \li XB360: Yes
|
---|
| 1799 |
|
---|
| 1800 | @see simulate() checkResults()
|
---|
| 1801 | */
|
---|
| 1802 | virtual bool fetchResults(NxSimulationStatus status, bool block = false, NxU32 *errorState = 0) = 0;
|
---|
| 1803 |
|
---|
| 1804 | /**
|
---|
| 1805 | Flush internal caches.
|
---|
| 1806 |
|
---|
| 1807 | <b>Platform:</b>
|
---|
| 1808 | \li PC SW: Yes
|
---|
| 1809 | \li PPU : Yes
|
---|
| 1810 | \li PS3 : Yes
|
---|
| 1811 | \li XB360: Yes
|
---|
| 1812 | */
|
---|
| 1813 | virtual void flushCaches() = 0;
|
---|
| 1814 |
|
---|
| 1815 | /**
|
---|
| 1816 | Accesses internal profiler. If clearData is true, the profile counters are reset. You will most likely want to call readProfileData(true)
|
---|
| 1817 | right after calling fetchResults(). If that is not the time you want to read out the data, just call readProfileData(false) at some other place
|
---|
| 1818 | in your code.
|
---|
| 1819 |
|
---|
| 1820 | <b>Platform:</b>
|
---|
| 1821 | \li PC SW: Yes
|
---|
| 1822 | \li PPU : No
|
---|
| 1823 | \li PS3 : Yes
|
---|
| 1824 | \li XB360: Yes
|
---|
| 1825 | */
|
---|
| 1826 | virtual const NxProfileData * readProfileData(bool clearData) = 0;
|
---|
| 1827 |
|
---|
| 1828 | void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.
|
---|
| 1829 | };
|
---|
| 1830 |
|
---|
| 1831 | /** @} */
|
---|
| 1832 | #endif
|
---|
| 1833 |
|
---|
| 1834 |
|
---|
| 1835 | //AGCOPYRIGHTBEGIN
|
---|
| 1836 | ///////////////////////////////////////////////////////////////////////////
|
---|
| 1837 | // Copyright © 2005 AGEIA Technologies.
|
---|
| 1838 | // All rights reserved. www.ageia.com
|
---|
| 1839 | ///////////////////////////////////////////////////////////////////////////
|
---|
| 1840 | //AGCOPYRIGHTEND
|
---|
| 1841 |
|
---|