PxRigidBodyExt Member List

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

addForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addLocalForceAtLocalPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
addLocalForceAtPos(PxRigidBody &body, const PxVec3 &force, const PxVec3 &pos, PxForceMode::Enum mode=PxForceMode::eFORCE, bool wakeup=true)PxRigidBodyExt [static]
computeLinearAngularImpulse(const PxRigidBody &body, const PxTransform &globalPose, const PxVec3 &point, const PxVec3 &impulse, const PxReal invMassScale, const PxReal invInertiaScale, PxVec3 &linearImpulse, PxVec3 &angularImpulse)PxRigidBodyExt [static]
computeMassPropertiesFromShapes(const PxShape *const *shapes, PxU32 shapeCount)PxRigidBodyExt [static]
computeVelocityDeltaFromImpulse(const PxRigidBody &body, const PxVec3 &impulsiveForce, const PxVec3 &impulsiveTorque, PxVec3 &deltaLinearVelocity, PxVec3 &deltaAngularVelocity)PxRigidBodyExt [static]
computeVelocityDeltaFromImpulse(const PxRigidBody &body, const PxTransform &globalPose, const PxVec3 &point, const PxVec3 &impulse, const PxReal invMassScale, const PxReal invInertiaScale, PxVec3 &deltaLinearVelocity, PxVec3 &deltaAngularVelocity)PxRigidBodyExt [static]
getLocalVelocityAtLocalPos(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
getVelocityAtOffset(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
getVelocityAtPos(const PxRigidBody &body, const PxVec3 &pos)PxRigidBodyExt [static]
linearSweepMultiple(PxRigidBody &body, PxScene &scene, const PxVec3 &unitDir, const PxReal distance, PxHitFlags outputFlags, PxSweepHit *touchHitBuffer, PxU32 *touchHitShapeIndices, PxU32 touchHitBufferSize, PxSweepHit &block, PxI32 &blockingShapeIndex, bool &overflow, const PxQueryFilterData &filterData=PxQueryFilterData(), PxQueryFilterCallback *filterCall=NULL, const PxQueryCache *cache=NULL, const PxReal inflation=0.0f)PxRigidBodyExt [static]
linearSweepSingle(PxRigidBody &body, PxScene &scene, const PxVec3 &unitDir, const PxReal distance, PxHitFlags outputFlags, PxSweepHit &closestHit, PxU32 &shapeIndex, const PxQueryFilterData &filterData=PxQueryFilterData(), PxQueryFilterCallback *filterCall=NULL, const PxQueryCache *cache=NULL, const PxReal inflation=0.0f)PxRigidBodyExt [static]
setMassAndUpdateInertia(PxRigidBody &body, const PxReal *shapeMasses, PxU32 shapeMassCount, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false)PxRigidBodyExt [static]
setMassAndUpdateInertia(PxRigidBody &body, PxReal mass, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false)PxRigidBodyExt [static]
updateMassAndInertia(PxRigidBody &body, const PxReal *shapeDensities, PxU32 shapeDensityCount, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false)PxRigidBodyExt [static]
updateMassAndInertia(PxRigidBody &body, PxReal density, const PxVec3 *massLocalPose=NULL, bool includeNonSimShapes=false)PxRigidBodyExt [static]



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