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<div class="title">PxD6JointCreate.h</div> </div>
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<a href="PxD6JointCreate_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="comment">// Redistribution and use in source and binary forms, with or without</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;<span class="comment">// modification, are permitted provided that the following conditions</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="comment">// are met:</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="comment">// * Redistributions of source code must retain the above copyright</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;<span class="comment">// notice, this list of conditions and the following disclaimer.</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;<span class="comment">// * Redistributions in binary form must reproduce the above copyright</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;<span class="comment">// notice, this list of conditions and the following disclaimer in the</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;<span class="comment">// documentation and/or other materials provided with the distribution.</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;<span class="comment">// * Neither the name of NVIDIA CORPORATION nor the names of its</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="comment">// contributors may be used to endorse or promote products derived</span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;<span class="comment">// from this software without specific prior written permission.</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;<span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS &#39;&#39;AS IS&#39;&#39; AND ANY</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;<span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;<span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;<span class="comment">// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;<span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;<span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;<span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;<span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;<span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;<span class="comment">// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.</span></div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;<span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span></div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;<span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span></div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;</div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;<span class="preprocessor">#ifndef PX_D6JOINT_CREATE_H</span></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;<span class="preprocessor">#define PX_D6JOINT_CREATE_H</span></div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>&quot;</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span>&#160;<span class="preprocessor">#if !PX_DOXYGEN</span></div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespacephysx.html">physx</a></div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;{</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;</div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span>&#160;<span class="keyword">class </span><a class="code" href="classPxPhysics.html">PxPhysics</a>;</div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span>&#160;<span class="keyword">class </span><a class="code" href="classPxRigidActor.html">PxRigidActor</a>;</div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span>&#160;<span class="keyword">class </span><a class="code" href="classPxJoint.html">PxJoint</a>;</div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span>&#160;</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#ga52d880e886748802ee9d0e2dbff75e74">PxD6JointCreate_Fixed</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160;</div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#ga443c847e697e034a27005f313b0bc576">PxD6JointCreate_Distance</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keywordtype">float</span> maxDist, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160;</div><div class="line"><a name="l00116"></a><span class="lineno"> 116</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#gae26002655180393d0a53f5c68d141d69">PxD6JointCreate_Prismatic</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; axis, <span class="keywordtype">float</span> minLimit, <span class="keywordtype">float</span> maxLimit, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00117"></a><span class="lineno"> 117</span>&#160;</div><div class="line"><a name="l00145"></a><span class="lineno"> 145</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#gaade73cffb9e3e77ae5457c3d393d481e">PxD6JointCreate_Revolute</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; axis, <span class="keywordtype">float</span> minLimit, <span class="keywordtype">float</span> maxLimit, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00146"></a><span class="lineno"> 146</span>&#160;</div><div class="line"><a name="l00178"></a><span class="lineno"> 178</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#ga4e8da86fa9db5de06486eb3539a2ac73">PxD6JointCreate_Spherical</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; axis, <span class="keywordtype">float</span> limit1, <span class="keywordtype">float</span> limit2, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00179"></a><span class="lineno"> 179</span>&#160;</div><div class="line"><a name="l00215"></a><span class="lineno"> 215</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#gaab84d6896f2bf7d17487799f5135cd7c">PxD6JointCreate_GenericCone</a>(<span class="keywordtype">float</span>&amp; apiroty, <span class="keywordtype">float</span>&amp; apirotz, <a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keywordtype">float</span> minLimit1, <span class="keywordtype">float</span> maxLimit1, <span class="keywordtype">float</span> minLimit2, <span class="keywordtype">float</span> maxLimit2, <span class="keywordtype">bool</span> useD6);</div><div class="line"><a name="l00216"></a><span class="lineno"> 216</span>&#160;</div><div class="line"><a name="l00217"></a><span class="lineno"> 217</span>&#160;</div><div class="line"><a name="l00246"></a><span class="lineno"> 246</span>&#160;<a class="code" href="classPxJoint.html">PxJoint</a>* <a class="code" href="group__extensions.html#gac1bd1279e83e31a8b0c8dd0deaa20b79">PxD6JointCreate_Pyramid</a>(<a class="code" href="classPxPhysics.html">PxPhysics</a>&amp; physics, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos0, <a class="code" href="classPxRigidActor.html">PxRigidActor</a>* actor1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; localPos1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html">PxVec3</a>&amp; axis,</div><div class="line"><a name="l00247"></a><span class="lineno"> 247</span>&#160; <span class="keywordtype">float</span> minLimit1, <span class="keywordtype">float</span> maxLimit1, <span class="keywordtype">float</span> minLimit2, <span class="keywordtype">float</span> maxLimit2);</div><div class="line"><a name="l00248"></a><span class="lineno"> 248</span>&#160;</div><div class="line"><a name="l00249"></a><span class="lineno"> 249</span>&#160;</div><div class="line"><a name="l00250"></a><span class="lineno"> 250</span>&#160;<span class="preprocessor">#if !PX_DOXYGEN</span></div><div class="line"><a name="l00251"></a><span class="lineno"> 251</span>&#160;} <span class="comment">// namespace physx</span></div><div class="line"><a name="l00252"></a><span class="lineno"> 252</span>&#160;<span class="preprocessor">#endif</span></div><div class="line"><a name="l00253"></a><span class="lineno"> 253</span>&#160;</div><div class="line"><a name="l00255"></a><span class="lineno"> 255</span>&#160;<span class="preprocessor">#endif</span></div><div class="ttc" id="namespacephysx_html"><div class="ttname"><a href="namespacephysx.html">physx</a></div><div class="ttdef"><b>Definition:</b> GuContactBuffer.h:37</div></div>
<div class="ttc" id="PxPhysXCommonConfig_8h_html"><div class="ttname"><a href="PxPhysXCommonConfig_8h.html">PxPhysXCommonConfig.h</a></div></div>
<div class="ttc" id="group__extensions_html_ga52d880e886748802ee9d0e2dbff75e74"><div class="ttname"><a href="group__extensions.html#ga52d880e886748802ee9d0e2dbff75e74">PxD6JointCreate_Fixed</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Fixed(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, bool useD6)</div><div class="ttdoc">Helper function to create a fixed joint, using either a PxD6Joint or PxFixedJoint. </div></div>
<div class="ttc" id="classPxRigidActor_html"><div class="ttname"><a href="classPxRigidActor.html">PxRigidActor</a></div><div class="ttdoc">PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...</div><div class="ttdef"><b>Definition:</b> PxRigidActor.h:58</div></div>
<div class="ttc" id="classPxJoint_html"><div class="ttname"><a href="classPxJoint.html">PxJoint</a></div><div class="ttdoc">a base interface providing common functionality for PhysX joints </div><div class="ttdef"><b>Definition:</b> PxJoint.h:101</div></div>
<div class="ttc" id="group__extensions_html_ga443c847e697e034a27005f313b0bc576"><div class="ttname"><a href="group__extensions.html#ga443c847e697e034a27005f313b0bc576">PxD6JointCreate_Distance</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Distance(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, float maxDist, bool useD6)</div><div class="ttdoc">Helper function to create a distance joint, using either a PxD6Joint or PxDistanceJoint. </div></div>
<div class="ttc" id="group__extensions_html_ga4e8da86fa9db5de06486eb3539a2ac73"><div class="ttname"><a href="group__extensions.html#ga4e8da86fa9db5de06486eb3539a2ac73">PxD6JointCreate_Spherical</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Spherical(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, const PxVec3 &amp;axis, float limit1, float limit2, bool useD6)</div><div class="ttdoc">Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint. </div></div>
<div class="ttc" id="classPxPhysics_html"><div class="ttname"><a href="classPxPhysics.html">PxPhysics</a></div><div class="ttdoc">Abstract singleton factory class used for instancing objects in the Physics SDK. </div><div class="ttdef"><b>Definition:</b> PxPhysics.h:71</div></div>
<div class="ttc" id="group__extensions_html_gac1bd1279e83e31a8b0c8dd0deaa20b79"><div class="ttname"><a href="group__extensions.html#gac1bd1279e83e31a8b0c8dd0deaa20b79">PxD6JointCreate_Pyramid</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Pyramid(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, const PxVec3 &amp;axis, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2)</div><div class="ttdoc">Helper function to create a D6 joint with pyramidal swing limits. </div></div>
<div class="ttc" id="group__extensions_html_gaade73cffb9e3e77ae5457c3d393d481e"><div class="ttname"><a href="group__extensions.html#gaade73cffb9e3e77ae5457c3d393d481e">PxD6JointCreate_Revolute</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Revolute(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, const PxVec3 &amp;axis, float minLimit, float maxLimit, bool useD6)</div><div class="ttdoc">Helper function to create a revolute joint, using either a PxD6Joint or PxRevoluteJoint. </div></div>
<div class="ttc" id="classPxVec3_html"><div class="ttname"><a href="classPxVec3.html">PxVec3</a></div><div class="ttdoc">3 Element vector class. </div><div class="ttdef"><b>Definition:</b> PxVec3.h:49</div></div>
<div class="ttc" id="group__extensions_html_gae26002655180393d0a53f5c68d141d69"><div class="ttname"><a href="group__extensions.html#gae26002655180393d0a53f5c68d141d69">PxD6JointCreate_Prismatic</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_Prismatic(PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, const PxVec3 &amp;axis, float minLimit, float maxLimit, bool useD6)</div><div class="ttdoc">Helper function to create a prismatic joint, using either a PxD6Joint or PxPrismaticJoint. </div></div>
<div class="ttc" id="group__extensions_html_gaab84d6896f2bf7d17487799f5135cd7c"><div class="ttname"><a href="group__extensions.html#gaab84d6896f2bf7d17487799f5135cd7c">PxD6JointCreate_GenericCone</a></div><div class="ttdeci">PxJoint * PxD6JointCreate_GenericCone(float &amp;apiroty, float &amp;apirotz, PxPhysics &amp;physics, PxRigidActor *actor0, const PxVec3 &amp;localPos0, PxRigidActor *actor1, const PxVec3 &amp;localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6)</div><div class="ttdoc">Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint. </div></div>
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