PxRigidDynamic Member List

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

addForce(const PxVec3 &force, PxForceMode::Enum mode=PxForceMode::eFORCE, bool autowake=true)=0PxRigidBodypure virtual
addTorque(const PxVec3 &torque, PxForceMode::Enum mode=PxForceMode::eFORCE, bool autowake=true)=0PxRigidBodypure virtual
attachShape(PxShape &shape)=0PxRigidActorpure virtual
clearForce(PxForceMode::Enum mode=PxForceMode::eFORCE)=0PxRigidBodypure virtual
clearTorque(PxForceMode::Enum mode=PxForceMode::eFORCE)=0PxRigidBodypure virtual
detachShape(PxShape &shape, bool wakeOnLostTouch=true)=0PxRigidActorpure virtual
getActorFlags() const =0PxActorpure virtual
getAggregate() const =0PxActorpure virtual
getAngularDamping() const =0PxRigidBodypure virtual
getAngularVelocity() const =0PxRigidBodypure virtual
getBaseFlags() constPxBaseinline
getCMassLocalPose() const =0PxRigidBodypure virtual
getConcreteType() constPxBaseinline
getConcreteTypeName() constPxRigidDynamicinlinevirtual
getConstraints(PxConstraint **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0PxRigidActorpure virtual
getContactReportThreshold() const =0PxRigidDynamicpure virtual
getDominanceGroup() const =0PxActorpure virtual
getGlobalPose() const =0PxRigidActorpure virtual
getInternalIslandNodeIndex() const =0PxRigidBodypure virtual
getInvMass() const =0PxRigidBodypure virtual
getKinematicTarget(PxTransform &target) const =0PxRigidDynamicpure virtual
getLinearDamping() const =0PxRigidBodypure virtual
getLinearVelocity() const =0PxRigidBodypure virtual
getMass() const =0PxRigidBodypure virtual
getMassSpaceInertiaTensor() const =0PxRigidBodypure virtual
getMassSpaceInvInertiaTensor() const =0PxRigidBodypure virtual
getMaxAngularVelocity() const =0PxRigidBodypure virtual
getMaxContactImpulse() const =0PxRigidBodypure virtual
getMaxDepenetrationVelocity() const =0PxRigidBodypure virtual
getMaxLinearVelocity() const =0PxRigidBodypure virtual
getMinCCDAdvanceCoefficient() const =0PxRigidBodypure virtual
getName() const =0PxActorpure virtual
getNbConstraints() const =0PxRigidActorpure virtual
getNbShapes() const =0PxRigidActorpure virtual
getOwnerClient() const =0PxActorpure virtual
getRigidBodyFlags() const =0PxRigidBodypure virtual
getRigidDynamicLockFlags() const =0PxRigidDynamicpure virtual
getScene() const =0PxActorpure virtual
getShapes(PxShape **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0PxRigidActorpure virtual
getSleepThreshold() const =0PxRigidDynamicpure virtual
getSolverIterationCounts(PxU32 &minPositionIters, PxU32 &minVelocityIters) const =0PxRigidDynamicpure virtual
getStabilizationThreshold() const =0PxRigidDynamicpure virtual
getType() const =0PxActorpure virtual
getWakeCounter() const =0PxRigidDynamicpure virtual
getWorldBounds(float inflation=1.01f) const =0PxActorpure virtual
is()PxBaseinline
is() constPxBaseinline
isKindOf(const char *name) constPxRigidDynamicinlineprotectedvirtual
isReleasable() constPxBaseinlinevirtual
isSleeping() const =0PxRigidDynamicpure virtual
mBaseFlagsPxBaseprotected
mConcreteTypePxBaseprotected
putToSleep()=0PxRigidDynamicpure virtual
PxActor(PxType concreteType, PxBaseFlags baseFlags)PxActorinlineprotected
PxActor(PxBaseFlags baseFlags)PxActorinlineprotected
PxBase(PxType concreteType, PxBaseFlags baseFlags)PxBaseinlineprotected
PxBase(PxBaseFlags baseFlags)PxBaseinlineprotected
PxRigidActor(PxType concreteType, PxBaseFlags baseFlags)PxRigidActorinlineprotected
PxRigidActor(PxBaseFlags baseFlags)PxRigidActorinlineprotected
PxRigidBody(PxType concreteType, PxBaseFlags baseFlags)PxRigidBodyinlineprotected
PxRigidBody(PxBaseFlags baseFlags)PxRigidBodyinlineprotected
PxRigidDynamic(PxType concreteType, PxBaseFlags baseFlags)PxRigidDynamicinlineprotected
PxRigidDynamic(PxBaseFlags baseFlags)PxRigidDynamicinlineprotected
release()=0PxRigidActorpure virtual
setActorFlag(PxActorFlag::Enum flag, bool value)=0PxActorpure virtual
setActorFlags(PxActorFlags inFlags)=0PxActorpure virtual
setAngularDamping(PxReal angDamp)=0PxRigidBodypure virtual
setAngularVelocity(const PxVec3 &angVel, bool autowake=true)=0PxRigidBodypure virtual
setBaseFlag(PxBaseFlag::Enum flag, bool value)PxBaseinline
setBaseFlags(PxBaseFlags inFlags)PxBaseinline
setCMassLocalPose(const PxTransform &pose)=0PxRigidBodypure virtual
setContactReportThreshold(PxReal threshold)=0PxRigidDynamicpure virtual
setDominanceGroup(PxDominanceGroup dominanceGroup)=0PxActorpure virtual
setForceAndTorque(const PxVec3 &force, const PxVec3 &torque, PxForceMode::Enum mode=PxForceMode::eFORCE)=0PxRigidBodypure virtual
setGlobalPose(const PxTransform &pose, bool autowake=true)=0PxRigidActorpure virtual
setKinematicTarget(const PxTransform &destination)=0PxRigidDynamicpure virtual
setLinearDamping(PxReal linDamp)=0PxRigidBodypure virtual
setLinearVelocity(const PxVec3 &linVel, bool autowake=true)=0PxRigidBodypure virtual
setMass(PxReal mass)=0PxRigidBodypure virtual
setMassSpaceInertiaTensor(const PxVec3 &m)=0PxRigidBodypure virtual
setMaxAngularVelocity(PxReal maxAngVel)=0PxRigidBodypure virtual
setMaxContactImpulse(PxReal maxImpulse)=0PxRigidBodypure virtual
setMaxDepenetrationVelocity(PxReal biasClamp)=0PxRigidBodypure virtual
setMaxLinearVelocity(PxReal maxLinVel)=0PxRigidBodypure virtual
setMinCCDAdvanceCoefficient(PxReal advanceCoefficient)=0PxRigidBodypure virtual
setName(const char *name)=0PxActorpure virtual
setOwnerClient(PxClientID inClient)=0PxActorpure virtual
setRigidBodyFlag(PxRigidBodyFlag::Enum flag, bool value)=0PxRigidBodypure virtual
setRigidBodyFlags(PxRigidBodyFlags inFlags)=0PxRigidBodypure virtual
setRigidDynamicLockFlag(PxRigidDynamicLockFlag::Enum flag, bool value)=0PxRigidDynamicpure virtual
setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags)=0PxRigidDynamicpure virtual
setSleepThreshold(PxReal threshold)=0PxRigidDynamicpure virtual
setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters=1)=0PxRigidDynamicpure virtual
setStabilizationThreshold(PxReal threshold)=0PxRigidDynamicpure virtual
setWakeCounter(PxReal wakeCounterValue)=0PxRigidDynamicpure virtual
typeMatch() constPxBaseinlineprotected
userDataPxActor
wakeUp()=0PxRigidDynamicpure virtual
~PxActor()PxActorinlineprotectedvirtual
~PxBase()PxBaseinlineprotectedvirtual
~PxRigidActor()PxRigidActorinlineprotectedvirtual
~PxRigidBody()PxRigidBodyinlineprotectedvirtual
~PxRigidDynamic()PxRigidDynamicinlineprotectedvirtual