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virtual void | release ()=0 |
| Deletes the articulation link. More...
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virtual PxArticulationBase & | getArticulation () const =0 |
| get the articulation to which this articulation link belongs. This returns the base class. The application should establish which articulation implementation this actually is and upcast to that type to access non-common functionality More...
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virtual PxArticulationJointBase * | getInboundJoint () const =0 |
| Get the joint which connects this link to its parent. More...
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virtual PxU32 | getInboundJointDof () const =0 |
| Get the degree of freedom of the joint which connects this link to its parent. More...
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virtual PxU32 | getNbChildren () const =0 |
| Get number of child links. More...
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virtual PxU32 | getLinkIndex () const =0 |
| Get low-level link index. More...
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virtual PxU32 | getChildren (PxArticulationLink **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the child links. More...
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virtual const char * | getConcreteTypeName () const |
| Returns string name of dynamic type. More...
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Public Member Functions inherited from PxRigidBody |
virtual void | setCMassLocalPose (const PxTransform &pose)=0 |
| Sets the pose of the center of mass relative to the actor. More...
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virtual PxTransform | getCMassLocalPose () const =0 |
| Retrieves the center of mass pose relative to the actor frame. More...
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virtual void | setMass (PxReal mass)=0 |
| Sets the mass of a dynamic actor. More...
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virtual PxReal | getMass () const =0 |
| Retrieves the mass of the actor. More...
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virtual PxReal | getInvMass () const =0 |
| Retrieves the inverse mass of the actor. More...
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virtual void | setMassSpaceInertiaTensor (const PxVec3 &m)=0 |
| Sets the inertia tensor, using a parameter specified in mass space coordinates. More...
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virtual PxVec3 | getMassSpaceInertiaTensor () const =0 |
| Retrieves the diagonal inertia tensor of the actor relative to the mass coordinate frame. More...
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virtual PxVec3 | getMassSpaceInvInertiaTensor () const =0 |
| Retrieves the diagonal inverse inertia tensor of the actor relative to the mass coordinate frame. More...
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virtual void | setLinearDamping (PxReal linDamp)=0 |
| Sets the linear damping coefficient. More...
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virtual PxReal | getLinearDamping () const =0 |
| Retrieves the linear damping coefficient. More...
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virtual void | setAngularDamping (PxReal angDamp)=0 |
| Sets the angular damping coefficient. More...
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virtual PxReal | getAngularDamping () const =0 |
| Retrieves the angular damping coefficient. More...
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virtual PxVec3 | getLinearVelocity () const =0 |
| Retrieves the linear velocity of an actor. More...
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virtual void | setLinearVelocity (const PxVec3 &linVel, bool autowake=true)=0 |
| Sets the linear velocity of the actor. More...
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virtual PxVec3 | getAngularVelocity () const =0 |
| Retrieves the angular velocity of the actor. More...
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virtual void | setAngularVelocity (const PxVec3 &angVel, bool autowake=true)=0 |
| Sets the angular velocity of the actor. More...
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virtual void | setMaxAngularVelocity (PxReal maxAngVel)=0 |
| Lets you set the maximum angular velocity permitted for this actor. More...
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virtual PxReal | getMaxAngularVelocity () const =0 |
| Retrieves the maximum angular velocity permitted for this actor. More...
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virtual void | setMaxLinearVelocity (PxReal maxLinVel)=0 |
| Lets you set the maximum linear velocity permitted for this actor. More...
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virtual PxReal | getMaxLinearVelocity () const =0 |
| Retrieves the maximum angular velocity permitted for this actor. More...
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virtual void | addForce (const PxVec3 &force, PxForceMode::Enum mode=PxForceMode::eFORCE, bool autowake=true)=0 |
| Applies a force (or impulse) defined in the global coordinate frame to the actor at its center of mass. More...
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virtual void | addTorque (const PxVec3 &torque, PxForceMode::Enum mode=PxForceMode::eFORCE, bool autowake=true)=0 |
| Applies an impulsive torque defined in the global coordinate frame to the actor. More...
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virtual void | clearForce (PxForceMode::Enum mode=PxForceMode::eFORCE)=0 |
| Clears the accumulated forces (sets the accumulated force back to zero). More...
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virtual void | clearTorque (PxForceMode::Enum mode=PxForceMode::eFORCE)=0 |
| Clears the impulsive torque defined in the global coordinate frame to the actor. More...
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virtual void | setForceAndTorque (const PxVec3 &force, const PxVec3 &torque, PxForceMode::Enum mode=PxForceMode::eFORCE)=0 |
| Sets the impulsive force and torque defined in the global coordinate frame to the actor. More...
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virtual void | setRigidBodyFlag (PxRigidBodyFlag::Enum flag, bool value)=0 |
| Raises or clears a particular rigid body flag. More...
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virtual void | setRigidBodyFlags (PxRigidBodyFlags inFlags)=0 |
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virtual PxRigidBodyFlags | getRigidBodyFlags () const =0 |
| Reads the PxRigidBody flags. More...
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virtual void | setMinCCDAdvanceCoefficient (PxReal advanceCoefficient)=0 |
| Sets the CCD minimum advance coefficient. More...
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virtual PxReal | getMinCCDAdvanceCoefficient () const =0 |
| Gets the CCD minimum advance coefficient. More...
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virtual void | setMaxDepenetrationVelocity (PxReal biasClamp)=0 |
| Sets the maximum depenetration velocity permitted to be introduced by the solver. This value controls how much velocity the solver can introduce to correct for penetrations in contacts. More...
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virtual PxReal | getMaxDepenetrationVelocity () const =0 |
| Returns the maximum depenetration velocity the solver is permitted to introduced. This value controls how much velocity the solver can introduce to correct for penetrations in contacts. More...
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virtual void | setMaxContactImpulse (PxReal maxImpulse)=0 |
| Sets a limit on the impulse that may be applied at a contact. The maximum impulse at a contact between two dynamic or kinematic bodies will be the minimum of the two limit values. For a collision between a static and a dynamic body, the impulse is limited by the value for the dynamic body. More...
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virtual PxReal | getMaxContactImpulse () const =0 |
| Returns the maximum impulse that may be applied at a contact. More...
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virtual PxU32 | getInternalIslandNodeIndex () const =0 |
| Returns the island node index that only for internal use only. More...
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virtual PxTransform | getGlobalPose () const =0 |
| Retrieves the actors world space transform. More...
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virtual void | setGlobalPose (const PxTransform &pose, bool autowake=true)=0 |
| Method for setting an actor's pose in the world. More...
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virtual bool | attachShape (PxShape &shape)=0 |
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virtual void | detachShape (PxShape &shape, bool wakeOnLostTouch=true)=0 |
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virtual PxU32 | getNbShapes () const =0 |
| Returns the number of shapes assigned to the actor. More...
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virtual PxU32 | getShapes (PxShape **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the shape pointers belonging to the actor. More...
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virtual PxU32 | getNbConstraints () const =0 |
| Returns the number of constraint shaders attached to the actor. More...
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virtual PxU32 | getConstraints (PxConstraint **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the constraint shader pointers belonging to the actor. More...
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virtual PxActorType::Enum | getType () const =0 |
| Retrieves the type of actor. More...
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virtual PxScene * | getScene () const =0 |
| Retrieves the scene which this actor belongs to. More...
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virtual void | setName (const char *name)=0 |
| Sets a name string for the object that can be retrieved with getName(). More...
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virtual const char * | getName () const =0 |
| Retrieves the name string set with setName(). More...
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virtual PxBounds3 | getWorldBounds (float inflation=1.01f) const =0 |
| Retrieves the axis aligned bounding box enclosing the actor. More...
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virtual void | setActorFlag (PxActorFlag::Enum flag, bool value)=0 |
| Raises or clears a particular actor flag. More...
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virtual void | setActorFlags (PxActorFlags inFlags)=0 |
| sets the actor flags More...
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virtual PxActorFlags | getActorFlags () const =0 |
| Reads the PxActor flags. More...
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virtual void | setDominanceGroup (PxDominanceGroup dominanceGroup)=0 |
| Assigns dynamic actors a dominance group identifier. More...
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virtual PxDominanceGroup | getDominanceGroup () const =0 |
| Retrieves the value set with setDominanceGroup(). More...
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virtual void | setOwnerClient (PxClientID inClient)=0 |
| Sets the owner client of an actor. More...
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virtual PxClientID | getOwnerClient () const =0 |
| Returns the owner client that was specified with at creation time. More...
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virtual PxAggregate * | getAggregate () const =0 |
| Retrieves the aggregate the actor might be a part of. More...
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template<class T > |
T * | is () |
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template<class T > |
const T * | is () const |
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PX_FORCE_INLINE PxType | getConcreteType () const |
| Returns concrete type of object. More...
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PX_FORCE_INLINE void | setBaseFlag (PxBaseFlag::Enum flag, bool value) |
| Set PxBaseFlag. More...
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PX_FORCE_INLINE void | setBaseFlags (PxBaseFlags inFlags) |
| Set PxBaseFlags. More...
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PX_FORCE_INLINE PxBaseFlags | getBaseFlags () const |
| Returns PxBaseFlags. More...
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virtual bool | isReleasable () const |
| Whether the object is subordinate. More...
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a component of an articulation that represents a rigid body
A limited subset of the properties of PxRigidDynamic are supported. In particular, sleep properties are attributes of the articulation rather than each individual body, damping and velocity limits are not supported, and links may not be kinematic.
- See also
- PxArticulation PxArticulation.createLink PxArticulationJoint PxRigidBody