Classes | Functions
PxVehicleUpdate.h File Reference
#include "vehicle/PxVehicleSDK.h"
#include "vehicle/PxVehicleTireFriction.h"
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxMemory.h"
#include "foundation/PxTransform.h"
#include "PxBatchQueryDesc.h"
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Classes

struct  PxWheelQueryResult
 Structure containing data describing the non-persistent state of each suspension/wheel/tire unit. This structure is filled out in PxVehicleUpdates and PxVehicleUpdateSingleVehicleAndStoreTelemetryData. More...
 
struct  PxVehicleWheelQueryResult
 
struct  PxVehicleWheelConcurrentUpdateData
 Structure containing data that is computed for a wheel during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied. More...
 
struct  PxVehicleConcurrentUpdateData
 Structure containing data that is computed for a vehicle and its wheels during concurrent calls to PxVehicleUpdates but which cannot be safely concurrently applied. More...
 

Functions

void PxVehicleSuspensionRaycasts (PxBatchQuery *batchQuery, const PxU32 nbVehicles, PxVehicleWheels **vehicles, const PxU32 nbSceneQueryResults, PxRaycastQueryResult *sceneQueryResults, const bool *vehiclesToRaycast=NULL)
 Perform raycasts for all suspension lines for all vehicles. More...
 
void PxVehicleUpdates (const PxReal timestep, const PxVec3 &gravity, const PxVehicleDrivableSurfaceToTireFrictionPairs &vehicleDrivableSurfaceToTireFrictionPairs, const PxU32 nbVehicles, PxVehicleWheels **vehicles, PxVehicleWheelQueryResult *vehicleWheelQueryResults, PxVehicleConcurrentUpdateData *vehicleConcurrentUpdates=NULL)
 Update an array of vehicles by either applying an acceleration to the rigid body actor associated with each vehicle or by an immediate update of the velocity of the actor. More...
 
void PxVehiclePostUpdates (const PxVehicleConcurrentUpdateData *vehicleConcurrentUpdates, const PxU32 nbVehicles, PxVehicleWheels **vehicles)
 Apply actor changes that were computed in concurrent calls to PxVehicleUpdates but which could not be safely applied due to the concurrency. More...
 
void PxVehicleShiftOrigin (const PxVec3 &shift, const PxU32 nbVehicles, PxVehicleWheels **vehicles)
 Shift the origin of vehicles by the specified vector. More...
 


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