PxD6JointCreate.h
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29 
30 #ifndef PX_D6JOINT_CREATE_H
31 #define PX_D6JOINT_CREATE_H
32 
34 
39 #if !PX_DOXYGEN
40 namespace physx
41 {
42 #endif
43 
44 class PxPhysics;
45 class PxRigidActor;
46 class PxJoint;
47 
66 PxJoint* PxD6JointCreate_Fixed(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, bool useD6);
67 
89 PxJoint* PxD6JointCreate_Distance(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float maxDist, bool useD6);
90 
116 PxJoint* PxD6JointCreate_Prismatic(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6);
117 
145 PxJoint* PxD6JointCreate_Revolute(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6);
146 
178 PxJoint* PxD6JointCreate_Spherical(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float limit1, float limit2, bool useD6);
179 
215 PxJoint* PxD6JointCreate_GenericCone(float& apiroty, float& apirotz, PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6);
216 
217 
246 PxJoint* PxD6JointCreate_Pyramid(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis,
247  float minLimit1, float maxLimit1, float minLimit2, float maxLimit2);
248 
249 
250 #if !PX_DOXYGEN
251 } // namespace physx
252 #endif
253 
255 #endif
Definition: GuContactBuffer.h:37
PxJoint * PxD6JointCreate_Fixed(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, bool useD6)
Helper function to create a fixed joint, using either a PxD6Joint or PxFixedJoint.
PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...
Definition: PxRigidActor.h:58
a base interface providing common functionality for PhysX joints
Definition: PxJoint.h:101
PxJoint * PxD6JointCreate_Distance(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, float maxDist, bool useD6)
Helper function to create a distance joint, using either a PxD6Joint or PxDistanceJoint.
PxJoint * PxD6JointCreate_Spherical(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, const PxVec3 &axis, float limit1, float limit2, bool useD6)
Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint.
Abstract singleton factory class used for instancing objects in the Physics SDK.
Definition: PxPhysics.h:71
PxJoint * PxD6JointCreate_Pyramid(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, const PxVec3 &axis, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2)
Helper function to create a D6 joint with pyramidal swing limits.
PxJoint * PxD6JointCreate_Revolute(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, const PxVec3 &axis, float minLimit, float maxLimit, bool useD6)
Helper function to create a revolute joint, using either a PxD6Joint or PxRevoluteJoint.
3 Element vector class.
Definition: PxVec3.h:49
PxJoint * PxD6JointCreate_Prismatic(PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, const PxVec3 &axis, float minLimit, float maxLimit, bool useD6)
Helper function to create a prismatic joint, using either a PxD6Joint or PxPrismaticJoint.
PxJoint * PxD6JointCreate_GenericCone(float &apiroty, float &apirotz, PxPhysics &physics, PxRigidActor *actor0, const PxVec3 &localPos0, PxRigidActor *actor1, const PxVec3 &localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6)
Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint.