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<div class="header">
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pro-methods">Protected Member Functions</a> &#124;
<a href="classPxPvdSceneClient-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">PxPvdSceneClient Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span><div class="ingroups"><a class="el" href="group__pvd.html">Pvd</a></div></div> </div>
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<p>Special client for <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. It provides access to the <a class="el" href="structPxPvdSceneFlag.html" title="PVD scene Flags. They are disabled by default, and only works if PxPvdInstrumentationFlag::eDEBUG is ...">PxPvdSceneFlag</a>. It also provides simple user debug services that associated scene position such as immediate rendering and camera updates.
<a href="classPxPvdSceneClient.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PxPvdSceneClient_8h_source.html">PxPvdSceneClient.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a3b5e6327978fbe7a39fd53478da0c588"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a3b5e6327978fbe7a39fd53478da0c588">setScenePvdFlag</a> (<a class="el" href="structPxPvdSceneFlag.html#afa6d3e9f667028233457051fe78042bd">PxPvdSceneFlag::Enum</a> flag, bool value)=0</td></tr>
<tr class="separator:a3b5e6327978fbe7a39fd53478da0c588"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a74a77b0f48b6d0f9394ed7daa9c2c957"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a74a77b0f48b6d0f9394ed7daa9c2c957">setScenePvdFlags</a> (<a class="el" href="group__pvd.html#ga23ddab69994886fb588a139635bff64b">PxPvdSceneFlags</a> <a class="el" href="PxConstraintDesc_8h.html#acfdd81caa30ceb0af5fafb4064b1bc67">flags</a>)=0</td></tr>
<tr class="separator:a74a77b0f48b6d0f9394ed7daa9c2c957"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa001bda702ba5738c182358035f36cc3"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__pvd.html#ga23ddab69994886fb588a139635bff64b">PxPvdSceneFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#aa001bda702ba5738c182358035f36cc3">getScenePvdFlags</a> () const =0</td></tr>
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<tr class="memitem:a566584e2c33cba879612c468a6703ca4"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a566584e2c33cba879612c468a6703ca4">updateCamera</a> (const char *name, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;origin, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;up, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;target)=0</td></tr>
<tr class="separator:a566584e2c33cba879612c468a6703ca4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f356a5ae75e8ec68026b3773f0e38ed"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a1f356a5ae75e8ec68026b3773f0e38ed">drawPoints</a> (const physx::pvdsdk::PvdDebugPoint *points, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> count)=0</td></tr>
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<tr class="memitem:a21e113d4a346e863848c6c30d53c594c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a21e113d4a346e863848c6c30d53c594c">drawLines</a> (const physx::pvdsdk::PvdDebugLine *lines, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> count)=0</td></tr>
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<tr class="memitem:a2f6ba1cc210504c47594e2143cb64ec9"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a2f6ba1cc210504c47594e2143cb64ec9">drawTriangles</a> (const physx::pvdsdk::PvdDebugTriangle *triangles, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> count)=0</td></tr>
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<tr class="memitem:af78c548dbc479e5cc41cd6046f06d390"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#af78c548dbc479e5cc41cd6046f06d390">drawText</a> (const physx::pvdsdk::PvdDebugText &amp;text)=0</td></tr>
<tr class="separator:af78c548dbc479e5cc41cd6046f06d390"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae1b5736b5b44f33705a406411e3926d2"><td class="memItemLeft" align="right" valign="top">virtual physx::pvdsdk::PvdClient *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#ae1b5736b5b44f33705a406411e3926d2">getClientInternal</a> ()=0</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-methods"></a>
Protected Member Functions</h2></td></tr>
<tr class="memitem:a0f9c59a8675b10a72f6a31f4ebb35897"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPvdSceneClient.html#a0f9c59a8675b10a72f6a31f4ebb35897">~PxPvdSceneClient</a> ()</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Special client for <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. It provides access to the <a class="el" href="structPxPvdSceneFlag.html" title="PVD scene Flags. They are disabled by default, and only works if PxPvdInstrumentationFlag::eDEBUG is ...">PxPvdSceneFlag</a>. It also provides simple user debug services that associated scene position such as immediate rendering and camera updates. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a0f9c59a8675b10a72f6a31f4ebb35897"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0f9c59a8675b10a72f6a31f4ebb35897">&#9670;&nbsp;</a></span>~PxPvdSceneClient()</h2>
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<td class="memname">virtual PxPvdSceneClient::~PxPvdSceneClient </td>
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<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">inline</span><span class="mlabel">protected</span><span class="mlabel">virtual</span></span> </td>
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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a21e113d4a346e863848c6c30d53c594c">&#9670;&nbsp;</a></span>drawLines()</h2>
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<td class="memname">virtual void PxPvdSceneClient::drawLines </td>
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<td class="paramtype">const physx::pvdsdk::PvdDebugLine *&#160;</td>
<td class="paramname"><em>lines</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>count</em>&#160;</td>
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<td></td>
<td>)</td>
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<p>draw lines on PVD application's render window </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1f356a5ae75e8ec68026b3773f0e38ed">&#9670;&nbsp;</a></span>drawPoints()</h2>
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<td class="memname">virtual void PxPvdSceneClient::drawPoints </td>
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<td class="paramtype">const physx::pvdsdk::PvdDebugPoint *&#160;</td>
<td class="paramname"><em>points</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>count</em>&#160;</td>
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<td>)</td>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span> </td>
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<p>draw points on PVD application's render window </p>
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<a id="af78c548dbc479e5cc41cd6046f06d390"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af78c548dbc479e5cc41cd6046f06d390">&#9670;&nbsp;</a></span>drawText()</h2>
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<td class="memname">virtual void PxPvdSceneClient::drawText </td>
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<td class="paramtype">const physx::pvdsdk::PvdDebugText &amp;&#160;</td>
<td class="paramname"><em>text</em></td><td>)</td>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span> </td>
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<p>draw text on PVD application's render window </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a2f6ba1cc210504c47594e2143cb64ec9">&#9670;&nbsp;</a></span>drawTriangles()</h2>
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<td class="memname">virtual void PxPvdSceneClient::drawTriangles </td>
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<td class="paramtype">const physx::pvdsdk::PvdDebugTriangle *&#160;</td>
<td class="paramname"><em>triangles</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>count</em>&#160;</td>
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<td></td>
<td>)</td>
<td></td><td></td>
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<p>draw triangles on PVD application's render window </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ae1b5736b5b44f33705a406411e3926d2">&#9670;&nbsp;</a></span>getClientInternal()</h2>
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<td class="memname">virtual physx::pvdsdk::PvdClient* PxPvdSceneClient::getClientInternal </td>
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<p>get the underlying client, for advanced users </p>
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<h2 class="memtitle"><span class="permalink"><a href="#aa001bda702ba5738c182358035f36cc3">&#9670;&nbsp;</a></span>getScenePvdFlags()</h2>
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<td class="memname">virtual <a class="el" href="group__pvd.html#ga23ddab69994886fb588a139635bff64b">PxPvdSceneFlags</a> PxPvdSceneClient::getScenePvdFlags </td>
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<td class="paramname"></td><td>)</td>
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<p>Retrieves the PVD flags. See PxPvdSceneFlags. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a3b5e6327978fbe7a39fd53478da0c588">&#9670;&nbsp;</a></span>setScenePvdFlag()</h2>
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<td class="memname">virtual void PxPvdSceneClient::setScenePvdFlag </td>
<td>(</td>
<td class="paramtype"><a class="el" href="structPxPvdSceneFlag.html#afa6d3e9f667028233457051fe78042bd">PxPvdSceneFlag::Enum</a>&#160;</td>
<td class="paramname"><em>flag</em>, </td>
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<td class="paramtype">bool&#160;</td>
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<p>Sets the PVD flag. See <a class="el" href="structPxPvdSceneFlag.html" title="PVD scene Flags. They are disabled by default, and only works if PxPvdInstrumentationFlag::eDEBUG is ...">PxPvdSceneFlag</a>. </p><dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">flag</td><td>Flag to set. </td></tr>
<tr><td class="paramname">value</td><td>value the flag gets set to. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a74a77b0f48b6d0f9394ed7daa9c2c957">&#9670;&nbsp;</a></span>setScenePvdFlags()</h2>
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<td class="memname">virtual void PxPvdSceneClient::setScenePvdFlags </td>
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<td class="paramtype"><a class="el" href="group__pvd.html#ga23ddab69994886fb588a139635bff64b">PxPvdSceneFlags</a>&#160;</td>
<td class="paramname"><em>flags</em></td><td>)</td>
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<p>Sets the PVD flags. See PxPvdSceneFlags. </p><dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">flags</td><td>Flags to set. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a566584e2c33cba879612c468a6703ca4">&#9670;&nbsp;</a></span>updateCamera()</h2>
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<td class="memname">virtual void PxPvdSceneClient::updateCamera </td>
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<td class="paramtype">const char *&#160;</td>
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<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
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<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>up</em>, </td>
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<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>target</em>&#160;</td>
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<td>)</td>
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<span class="mlabels"><span class="mlabel">pure virtual</span></span> </td>
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<p>update camera on PVD application's render window </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxPvdSceneClient_8h_source.html">PxPvdSceneClient.h</a></li>
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