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PhysX4.1/physx/documentation/PhysXAPI/files/classPxScene.html
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<div class="header">
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="classPxScene-members.html">List of all members</a> </div>
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<div class="title">PxScene Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span><div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div> </div>
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<p>A scene is a collection of bodies and constraints which can interact.
<a href="classPxScene.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PxScene_8h_source.html">PxScene.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:a033c70c3094db21a2c51246e1a65a0e5"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a033c70c3094db21a2c51246e1a65a0e5">addActor</a> (<a class="el" href="classPxActor.html">PxActor</a> &amp;actor, const <a class="el" href="classPxBVHStructure.html">PxBVHStructure</a> *bvhStructure=NULL)=0</td></tr>
<tr class="memdesc:a033c70c3094db21a2c51246e1a65a0e5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds an actor to this scene. <a href="#a033c70c3094db21a2c51246e1a65a0e5">More...</a><br /></td></tr>
<tr class="separator:a033c70c3094db21a2c51246e1a65a0e5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acaae28f21ccf233d0a9c0ad17a1ff5bd"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#acaae28f21ccf233d0a9c0ad17a1ff5bd">addActors</a> (<a class="el" href="classPxActor.html">PxActor</a> *const *actors, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> nbActors)=0</td></tr>
<tr class="memdesc:acaae28f21ccf233d0a9c0ad17a1ff5bd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds actors to this scene. <a href="#acaae28f21ccf233d0a9c0ad17a1ff5bd">More...</a><br /></td></tr>
<tr class="separator:acaae28f21ccf233d0a9c0ad17a1ff5bd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a5610ee50faad60924a332ff4559321"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6a5610ee50faad60924a332ff4559321">addActors</a> (const <a class="el" href="classPxPruningStructure.html">PxPruningStructure</a> &amp;pruningStructure)=0</td></tr>
<tr class="memdesc:a6a5610ee50faad60924a332ff4559321"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a pruning structure together with its actors to this scene. <a href="#a6a5610ee50faad60924a332ff4559321">More...</a><br /></td></tr>
<tr class="separator:a6a5610ee50faad60924a332ff4559321"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6ba76326fc73e3c5b0361568caec9267"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6ba76326fc73e3c5b0361568caec9267">removeActor</a> (<a class="el" href="classPxActor.html">PxActor</a> &amp;actor, bool wakeOnLostTouch=true)=0</td></tr>
<tr class="memdesc:a6ba76326fc73e3c5b0361568caec9267"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes an actor from this scene. <a href="#a6ba76326fc73e3c5b0361568caec9267">More...</a><br /></td></tr>
<tr class="separator:a6ba76326fc73e3c5b0361568caec9267"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58d87bb19d1a3497bb2ca96eee2b2480"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a58d87bb19d1a3497bb2ca96eee2b2480">removeActors</a> (<a class="el" href="classPxActor.html">PxActor</a> *const *actors, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> nbActors, bool wakeOnLostTouch=true)=0</td></tr>
<tr class="memdesc:a58d87bb19d1a3497bb2ca96eee2b2480"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes actors from this scene. <a href="#a58d87bb19d1a3497bb2ca96eee2b2480">More...</a><br /></td></tr>
<tr class="separator:a58d87bb19d1a3497bb2ca96eee2b2480"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7e1a5eaea13e5f97415dd14690e7ce38"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a7e1a5eaea13e5f97415dd14690e7ce38">addAggregate</a> (<a class="el" href="classPxAggregate.html">PxAggregate</a> &amp;aggregate)=0</td></tr>
<tr class="memdesc:a7e1a5eaea13e5f97415dd14690e7ce38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds an aggregate to this scene. <a href="#a7e1a5eaea13e5f97415dd14690e7ce38">More...</a><br /></td></tr>
<tr class="separator:a7e1a5eaea13e5f97415dd14690e7ce38"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abd705ae117336d9d56efcc8717c3f89b"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#abd705ae117336d9d56efcc8717c3f89b">removeAggregate</a> (<a class="el" href="classPxAggregate.html">PxAggregate</a> &amp;aggregate, bool wakeOnLostTouch=true)=0</td></tr>
<tr class="memdesc:abd705ae117336d9d56efcc8717c3f89b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes an aggregate from this scene. <a href="#abd705ae117336d9d56efcc8717c3f89b">More...</a><br /></td></tr>
<tr class="separator:abd705ae117336d9d56efcc8717c3f89b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6b61683d8acb5e73b2ffb41ebecae589"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6b61683d8acb5e73b2ffb41ebecae589">addCollection</a> (const <a class="el" href="classPxCollection.html">PxCollection</a> &amp;collection)=0</td></tr>
<tr class="memdesc:a6b61683d8acb5e73b2ffb41ebecae589"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds objects in the collection to this scene. <a href="#a6b61683d8acb5e73b2ffb41ebecae589">More...</a><br /></td></tr>
<tr class="separator:a6b61683d8acb5e73b2ffb41ebecae589"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a287734b244b7ff6e40496e65d166ae95"><td class="memItemLeft" align="right" valign="top">virtual PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a287734b244b7ff6e40496e65d166ae95">getWakeCounterResetValue</a> () const =0</td></tr>
<tr class="memdesc:a287734b244b7ff6e40496e65d166ae95"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the wake counter reset value. <a href="#a287734b244b7ff6e40496e65d166ae95">More...</a><br /></td></tr>
<tr class="separator:a287734b244b7ff6e40496e65d166ae95"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3cb2b6b3b72cefb94fa9e64ca09660f6"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a3cb2b6b3b72cefb94fa9e64ca09660f6">shiftOrigin</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;shift)=0</td></tr>
<tr class="memdesc:a3cb2b6b3b72cefb94fa9e64ca09660f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shift the scene origin by the specified vector. <a href="#a3cb2b6b3b72cefb94fa9e64ca09660f6">More...</a><br /></td></tr>
<tr class="separator:a3cb2b6b3b72cefb94fa9e64ca09660f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aac4ee13053cdb7f50ca6c065077c9ee3"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxPvdSceneClient.html">PxPvdSceneClient</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aac4ee13053cdb7f50ca6c065077c9ee3">getScenePvdClient</a> ()=0</td></tr>
<tr class="memdesc:aac4ee13053cdb7f50ca6c065077c9ee3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the Pvd client associated with the scene. <a href="#aac4ee13053cdb7f50ca6c065077c9ee3">More...</a><br /></td></tr>
<tr class="separator:aac4ee13053cdb7f50ca6c065077c9ee3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Add/Remove Contained Objects</div></td></tr>
<tr class="memitem:a71c7735111340425a6ca1b78772ee8be"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a71c7735111340425a6ca1b78772ee8be">addArticulation</a> (<a class="el" href="classPxArticulationBase.html">PxArticulationBase</a> &amp;articulation)=0</td></tr>
<tr class="memdesc:a71c7735111340425a6ca1b78772ee8be"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds an articulation to this scene. <a href="#a71c7735111340425a6ca1b78772ee8be">More...</a><br /></td></tr>
<tr class="separator:a71c7735111340425a6ca1b78772ee8be"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0b247a2c4fc704ef4553a2e2958294fc"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a0b247a2c4fc704ef4553a2e2958294fc">removeArticulation</a> (<a class="el" href="classPxArticulationBase.html">PxArticulationBase</a> &amp;articulation, bool wakeOnLostTouch=true)=0</td></tr>
<tr class="memdesc:a0b247a2c4fc704ef4553a2e2958294fc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes an articulation from this scene. <a href="#a0b247a2c4fc704ef4553a2e2958294fc">More...</a><br /></td></tr>
<tr class="separator:a0b247a2c4fc704ef4553a2e2958294fc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Contained Object Retrieval</div></td></tr>
<tr class="memitem:af44b7f47e3d9332a2fcade3e3f766a5d"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#af44b7f47e3d9332a2fcade3e3f766a5d">getNbActors</a> (<a class="el" href="group__physics.html#gae76639de8e4ab9d5e155f72b394812d2">PxActorTypeFlags</a> types) const =0</td></tr>
<tr class="memdesc:af44b7f47e3d9332a2fcade3e3f766a5d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve the number of actors of certain types in the scene. <a href="#af44b7f47e3d9332a2fcade3e3f766a5d">More...</a><br /></td></tr>
<tr class="separator:af44b7f47e3d9332a2fcade3e3f766a5d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae2ad69311278772a479950d0c73f0b75"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ae2ad69311278772a479950d0c73f0b75">getActors</a> (<a class="el" href="group__physics.html#gae76639de8e4ab9d5e155f72b394812d2">PxActorTypeFlags</a> types, <a class="el" href="classPxActor.html">PxActor</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:ae2ad69311278772a479950d0c73f0b75"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve an array of all the actors of certain types in the scene. <a href="#ae2ad69311278772a479950d0c73f0b75">More...</a><br /></td></tr>
<tr class="separator:ae2ad69311278772a479950d0c73f0b75"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adc4fb967ae9d0ebd0bbe617b3b987312"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxActor.html">PxActor</a> **&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#adc4fb967ae9d0ebd0bbe617b3b987312">getActiveActors</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &amp;nbActorsOut)=0</td></tr>
<tr class="memdesc:adc4fb967ae9d0ebd0bbe617b3b987312"><td class="mdescLeft">&#160;</td><td class="mdescRight">Queries the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> for a list of the PxActors whose transforms have been updated during the previous simulation step. <a href="#adc4fb967ae9d0ebd0bbe617b3b987312">More...</a><br /></td></tr>
<tr class="separator:adc4fb967ae9d0ebd0bbe617b3b987312"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab09a3fad6a720283c0a95fe7f76973e4"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab09a3fad6a720283c0a95fe7f76973e4">getNbArticulations</a> () const =0</td></tr>
<tr class="memdesc:ab09a3fad6a720283c0a95fe7f76973e4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the number of articulations in the scene. <a href="#ab09a3fad6a720283c0a95fe7f76973e4">More...</a><br /></td></tr>
<tr class="separator:ab09a3fad6a720283c0a95fe7f76973e4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a775116b0714ee0884b5f2389e05947f6"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a775116b0714ee0884b5f2389e05947f6">getArticulations</a> (<a class="el" href="classPxArticulationBase.html">PxArticulationBase</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a775116b0714ee0884b5f2389e05947f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve all the articulations in the scene. <a href="#a775116b0714ee0884b5f2389e05947f6">More...</a><br /></td></tr>
<tr class="separator:a775116b0714ee0884b5f2389e05947f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7ee023de370ac90a7d4c204d916d3080"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a7ee023de370ac90a7d4c204d916d3080">getNbConstraints</a> () const =0</td></tr>
<tr class="memdesc:a7ee023de370ac90a7d4c204d916d3080"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the number of constraint shaders in the scene. <a href="#a7ee023de370ac90a7d4c204d916d3080">More...</a><br /></td></tr>
<tr class="separator:a7ee023de370ac90a7d4c204d916d3080"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1e9919abdfb23495a84f47c5157a67b1"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a1e9919abdfb23495a84f47c5157a67b1">getConstraints</a> (<a class="el" href="classPxConstraint.html">PxConstraint</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a1e9919abdfb23495a84f47c5157a67b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve all the constraint shaders in the scene. <a href="#a1e9919abdfb23495a84f47c5157a67b1">More...</a><br /></td></tr>
<tr class="separator:a1e9919abdfb23495a84f47c5157a67b1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa95c08ef234a55388b297ec657487b69"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa95c08ef234a55388b297ec657487b69">getNbAggregates</a> () const =0</td></tr>
<tr class="memdesc:aa95c08ef234a55388b297ec657487b69"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the number of aggregates in the scene. <a href="#aa95c08ef234a55388b297ec657487b69">More...</a><br /></td></tr>
<tr class="separator:aa95c08ef234a55388b297ec657487b69"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af25335de0c6012d9a5d7e78c8272824e"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#af25335de0c6012d9a5d7e78c8272824e">getAggregates</a> (<a class="el" href="classPxAggregate.html">PxAggregate</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:af25335de0c6012d9a5d7e78c8272824e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve all the aggregates in the scene. <a href="#af25335de0c6012d9a5d7e78c8272824e">More...</a><br /></td></tr>
<tr class="separator:af25335de0c6012d9a5d7e78c8272824e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Dominance</div></td></tr>
<tr class="memitem:ab6d9e986e6af967d2bd60a63a0b550c4"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab6d9e986e6af967d2bd60a63a0b550c4">setDominanceGroupPair</a> (<a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2, const <a class="el" href="structPxDominanceGroupPair.html">PxDominanceGroupPair</a> &amp;dominance)=0</td></tr>
<tr class="memdesc:ab6d9e986e6af967d2bd60a63a0b550c4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specifies the dominance behavior of contacts between two actors with two certain dominance groups. <a href="#ab6d9e986e6af967d2bd60a63a0b550c4">More...</a><br /></td></tr>
<tr class="separator:ab6d9e986e6af967d2bd60a63a0b550c4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a951ada59fff16e5c860ccdd5f6d5a1f3"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxDominanceGroupPair.html">PxDominanceGroupPair</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a951ada59fff16e5c860ccdd5f6d5a1f3">getDominanceGroupPair</a> (<a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group1, <a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> group2) const =0</td></tr>
<tr class="memdesc:a951ada59fff16e5c860ccdd5f6d5a1f3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Samples the dominance matrix. <a href="#a951ada59fff16e5c860ccdd5f6d5a1f3">More...</a><br /></td></tr>
<tr class="separator:a951ada59fff16e5c860ccdd5f6d5a1f3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Dispatcher</div></td></tr>
<tr class="memitem:a6329c94cc092aff2193c1307e033f6bf"><td class="memItemLeft" align="right" valign="top">virtual PxCpuDispatcher *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6329c94cc092aff2193c1307e033f6bf">getCpuDispatcher</a> () const =0</td></tr>
<tr class="memdesc:a6329c94cc092aff2193c1307e033f6bf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the cpu dispatcher that was set in <a class="el" href="classPxSceneDesc.html#ac74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene. ">PxSceneDesc::cpuDispatcher</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#a6329c94cc092aff2193c1307e033f6bf">More...</a><br /></td></tr>
<tr class="separator:a6329c94cc092aff2193c1307e033f6bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac74778bafc058fbd4e8abd8006c323e8"><td class="memItemLeft" align="right" valign="top">virtual PxCudaContextManager *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ac74778bafc058fbd4e8abd8006c323e8">getCudaContextManager</a> () const =0</td></tr>
<tr class="memdesc:ac74778bafc058fbd4e8abd8006c323e8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the CUDA context manager that was set in <a class="el" href="classPxSceneDesc.html#ad55a6e9d290779839659bb2763db2e2a" title="The CUDA context manager for the scene. ">PxSceneDesc::cudaContextManager</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#ac74778bafc058fbd4e8abd8006c323e8">More...</a><br /></td></tr>
<tr class="separator:ac74778bafc058fbd4e8abd8006c323e8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Multiclient</div></td></tr>
<tr class="memitem:a285849425521dd0344f55b4a7c0a834a"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="PxClient_8h.html#acb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a285849425521dd0344f55b4a7c0a834a">createClient</a> ()=0</td></tr>
<tr class="memdesc:a285849425521dd0344f55b4a7c0a834a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reserves a new client ID. <a href="#a285849425521dd0344f55b4a7c0a834a">More...</a><br /></td></tr>
<tr class="separator:a285849425521dd0344f55b4a7c0a834a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Callbacks</div></td></tr>
<tr class="memitem:a0cfa2d3835ea936ecd6ff94fbcefd689"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a0cfa2d3835ea936ecd6ff94fbcefd689">setSimulationEventCallback</a> (<a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a> *callback)=0</td></tr>
<tr class="memdesc:a0cfa2d3835ea936ecd6ff94fbcefd689"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a user notify object which receives special simulation events when they occur. <a href="#a0cfa2d3835ea936ecd6ff94fbcefd689">More...</a><br /></td></tr>
<tr class="separator:a0cfa2d3835ea936ecd6ff94fbcefd689"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8951e43f8e23c320c1c90dd552135171"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a8951e43f8e23c320c1c90dd552135171">getSimulationEventCallback</a> () const =0</td></tr>
<tr class="memdesc:a8951e43f8e23c320c1c90dd552135171"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the simulationEventCallback pointer set with <a class="el" href="classPxScene.html#a0cfa2d3835ea936ecd6ff94fbcefd689" title="Sets a user notify object which receives special simulation events when they occur. ">setSimulationEventCallback()</a>. <a href="#a8951e43f8e23c320c1c90dd552135171">More...</a><br /></td></tr>
<tr class="separator:a8951e43f8e23c320c1c90dd552135171"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeec3367a4461c1ab2e552acdb8c0609e"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e">setContactModifyCallback</a> (<a class="el" href="classPxContactModifyCallback.html">PxContactModifyCallback</a> *callback)=0</td></tr>
<tr class="memdesc:aeec3367a4461c1ab2e552acdb8c0609e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a user callback object, which receives callbacks on all contacts generated for specified actors. <a href="#aeec3367a4461c1ab2e552acdb8c0609e">More...</a><br /></td></tr>
<tr class="separator:aeec3367a4461c1ab2e552acdb8c0609e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a593d339e0fd64e47fa3b68016ce723ec"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a593d339e0fd64e47fa3b68016ce723ec">setCCDContactModifyCallback</a> (<a class="el" href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a> *callback)=0</td></tr>
<tr class="memdesc:a593d339e0fd64e47fa3b68016ce723ec"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a user callback object, which receives callbacks on all CCD contacts generated for specified actors. <a href="#a593d339e0fd64e47fa3b68016ce723ec">More...</a><br /></td></tr>
<tr class="separator:a593d339e0fd64e47fa3b68016ce723ec"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1978693b355df49712d7e59c10c4115d"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxContactModifyCallback.html">PxContactModifyCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a1978693b355df49712d7e59c10c4115d">getContactModifyCallback</a> () const =0</td></tr>
<tr class="memdesc:a1978693b355df49712d7e59c10c4115d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the <a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> pointer set with <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a>. <a href="#a1978693b355df49712d7e59c10c4115d">More...</a><br /></td></tr>
<tr class="separator:a1978693b355df49712d7e59c10c4115d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a952ff4e7b46ff4d3396195e65cd494e6"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a952ff4e7b46ff4d3396195e65cd494e6">getCCDContactModifyCallback</a> () const =0</td></tr>
<tr class="memdesc:a952ff4e7b46ff4d3396195e65cd494e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the <a class="el" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints. ">PxCCDContactModifyCallback</a> pointer set with <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a>. <a href="#a952ff4e7b46ff4d3396195e65cd494e6">More...</a><br /></td></tr>
<tr class="separator:a952ff4e7b46ff4d3396195e65cd494e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a353da44d631c07cacd2f8d85f08cbc09"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a353da44d631c07cacd2f8d85f08cbc09">setBroadPhaseCallback</a> (<a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a> *callback)=0</td></tr>
<tr class="memdesc:a353da44d631c07cacd2f8d85f08cbc09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a broad-phase user callback object. <a href="#a353da44d631c07cacd2f8d85f08cbc09">More...</a><br /></td></tr>
<tr class="separator:a353da44d631c07cacd2f8d85f08cbc09"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4c3269f14110636d8e2beee333bfdd71"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a4c3269f14110636d8e2beee333bfdd71">getBroadPhaseCallback</a> () const =0</td></tr>
<tr class="memdesc:a4c3269f14110636d8e2beee333bfdd71"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the <a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a> pointer set with <a class="el" href="classPxScene.html#a353da44d631c07cacd2f8d85f08cbc09" title="Sets a broad-phase user callback object. ">setBroadPhaseCallback()</a>. <a href="#a4c3269f14110636d8e2beee333bfdd71">More...</a><br /></td></tr>
<tr class="separator:a4c3269f14110636d8e2beee333bfdd71"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Collision Filtering</div></td></tr>
<tr class="memitem:a5ab05d2a2c908d98aed4ca642c5f394d"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a5ab05d2a2c908d98aed4ca642c5f394d">setFilterShaderData</a> (const void *data, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> dataSize)=0</td></tr>
<tr class="memdesc:a5ab05d2a2c908d98aed4ca642c5f394d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the shared global filter data which will get passed into the filter shader. <a href="#a5ab05d2a2c908d98aed4ca642c5f394d">More...</a><br /></td></tr>
<tr class="separator:a5ab05d2a2c908d98aed4ca642c5f394d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d004fdc88ed31447aa57ee4f98c14ea"><td class="memItemLeft" align="right" valign="top">virtual const void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a5d004fdc88ed31447aa57ee4f98c14ea">getFilterShaderData</a> () const =0</td></tr>
<tr class="memdesc:a5d004fdc88ed31447aa57ee4f98c14ea"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the shared global filter data in use for this scene. <a href="#a5d004fdc88ed31447aa57ee4f98c14ea">More...</a><br /></td></tr>
<tr class="separator:a5d004fdc88ed31447aa57ee4f98c14ea"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ace291f68b365a4f1aaa291ba940eff9a"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ace291f68b365a4f1aaa291ba940eff9a">getFilterShaderDataSize</a> () const =0</td></tr>
<tr class="memdesc:ace291f68b365a4f1aaa291ba940eff9a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the size of the shared global filter data (<a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a>) <a href="#ace291f68b365a4f1aaa291ba940eff9a">More...</a><br /></td></tr>
<tr class="separator:ace291f68b365a4f1aaa291ba940eff9a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3f57314433de21448966c1d9004d71a"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33">PxSimulationFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa3f57314433de21448966c1d9004d71a">getFilterShader</a> () const =0</td></tr>
<tr class="memdesc:aa3f57314433de21448966c1d9004d71a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the custom collision filter shader in use for this scene. <a href="#aa3f57314433de21448966c1d9004d71a">More...</a><br /></td></tr>
<tr class="separator:aa3f57314433de21448966c1d9004d71a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2b4c17b1a16df239e5d6a2e0e6f8b633"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a2b4c17b1a16df239e5d6a2e0e6f8b633">getFilterCallback</a> () const =0</td></tr>
<tr class="memdesc:a2b4c17b1a16df239e5d6a2e0e6f8b633"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the custom collision filter callback in use for this scene. <a href="#a2b4c17b1a16df239e5d6a2e0e6f8b633">More...</a><br /></td></tr>
<tr class="separator:a2b4c17b1a16df239e5d6a2e0e6f8b633"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af648aa06d19cfec20eeee278719f345c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#af648aa06d19cfec20eeee278719f345c">resetFiltering</a> (<a class="el" href="classPxActor.html">PxActor</a> &amp;actor)=0</td></tr>
<tr class="memdesc:af648aa06d19cfec20eeee278719f345c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Marks the object to reset interactions and re-run collision filters in the next simulation step. <a href="#af648aa06d19cfec20eeee278719f345c">More...</a><br /></td></tr>
<tr class="separator:af648aa06d19cfec20eeee278719f345c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aae469799c2e23d06ce5c1079e36df953"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aae469799c2e23d06ce5c1079e36df953">resetFiltering</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, <a class="el" href="classPxShape.html">PxShape</a> *const *shapes, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> shapeCount)=0</td></tr>
<tr class="memdesc:aae469799c2e23d06ce5c1079e36df953"><td class="mdescLeft">&#160;</td><td class="mdescRight">Marks the object to reset interactions and re-run collision filters for specified shapes in the next simulation step. <a href="#aae469799c2e23d06ce5c1079e36df953">More...</a><br /></td></tr>
<tr class="separator:aae469799c2e23d06ce5c1079e36df953"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad33763d5f9ee70bf79608d07594ead11"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ad33763d5f9ee70bf79608d07594ead11">getKinematicKinematicFilteringMode</a> () const =0</td></tr>
<tr class="memdesc:ad33763d5f9ee70bf79608d07594ead11"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the pair filtering mode for kinematic-kinematic pairs. <a href="#ad33763d5f9ee70bf79608d07594ead11">More...</a><br /></td></tr>
<tr class="separator:ad33763d5f9ee70bf79608d07594ead11"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9fd01bd95bb91adf32f2020a51230cb6"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a9fd01bd95bb91adf32f2020a51230cb6">getStaticKinematicFilteringMode</a> () const =0</td></tr>
<tr class="memdesc:a9fd01bd95bb91adf32f2020a51230cb6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the pair filtering mode for static-kinematic pairs. <a href="#a9fd01bd95bb91adf32f2020a51230cb6">More...</a><br /></td></tr>
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<tr><td colspan="2"><div class="groupHeader">Simulation</div></td></tr>
<tr class="memitem:a9a9cacecc3b0f6adaf2f3d2168c2aff5"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5">simulate</a> (PxReal elapsedTime, <a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *completionTask=NULL, void *scratchMemBlock=0, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> scratchMemBlockSize=0, bool controlSimulation=true)=0</td></tr>
<tr class="memdesc:a9a9cacecc3b0f6adaf2f3d2168c2aff5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Advances the simulation by an elapsedTime time. <a href="#a9a9cacecc3b0f6adaf2f3d2168c2aff5">More...</a><br /></td></tr>
<tr class="separator:a9a9cacecc3b0f6adaf2f3d2168c2aff5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adc85aa20552a55905aa1329722a555d7"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#adc85aa20552a55905aa1329722a555d7">advance</a> (<a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *completionTask=0)=0</td></tr>
<tr class="memdesc:adc85aa20552a55905aa1329722a555d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs dynamics phase of the simulation pipeline. <a href="#adc85aa20552a55905aa1329722a555d7">More...</a><br /></td></tr>
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<tr class="memitem:a17c3863f711ef79c08c6054b69fd430c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a17c3863f711ef79c08c6054b69fd430c">collide</a> (PxReal elapsedTime, <a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *completionTask=0, void *scratchMemBlock=0, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> scratchMemBlockSize=0, bool controlSimulation=true)=0</td></tr>
<tr class="memdesc:a17c3863f711ef79c08c6054b69fd430c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs collision detection for the scene over elapsedTime. <a href="#a17c3863f711ef79c08c6054b69fd430c">More...</a><br /></td></tr>
<tr class="separator:a17c3863f711ef79c08c6054b69fd430c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6f45a8ee04f0bcd2c23b23daa176bee5"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5">checkResults</a> (bool block=false)=0</td></tr>
<tr class="memdesc:a6f45a8ee04f0bcd2c23b23daa176bee5"><td class="mdescLeft">&#160;</td><td class="mdescRight">This checks to see if the simulation run has completed. <a href="#a6f45a8ee04f0bcd2c23b23daa176bee5">More...</a><br /></td></tr>
<tr class="separator:a6f45a8ee04f0bcd2c23b23daa176bee5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac320cd782704022cc044a1ef4b0c582f"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ac320cd782704022cc044a1ef4b0c582f">fetchCollision</a> (bool block=false)=0</td></tr>
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<tr class="memitem:ab34e054ccf428a1cdbd81bf1e2b87fae"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults</a> (bool block=false, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *errorState=0)=0</td></tr>
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<tr class="memitem:ae5515efb07a300166c0d47adce6acd6f"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ae5515efb07a300166c0d47adce6acd6f">fetchResultsStart</a> (const <a class="el" href="structPxContactPairHeader.html">PxContactPairHeader</a> *&amp;contactPairs, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &amp;nbContactPairs, bool block=false)=0</td></tr>
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<tr class="memitem:a9f212d5f07851efca3731594eccbccfd"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a9f212d5f07851efca3731594eccbccfd">processCallbacks</a> (<a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *continuation)=0</td></tr>
<tr class="separator:a9f212d5f07851efca3731594eccbccfd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e70b9f9ac942c0b90b2b78d45b99708"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a9e70b9f9ac942c0b90b2b78d45b99708">fetchResultsFinish</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *errorState=0)=0</td></tr>
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<tr class="memitem:ab557fc677e9549c71d36979dfd3ec8c5"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab557fc677e9549c71d36979dfd3ec8c5">flushSimulation</a> (bool sendPendingReports=false)=0</td></tr>
<tr class="memdesc:ab557fc677e9549c71d36979dfd3ec8c5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Clear internal buffers and free memory. <a href="#ab557fc677e9549c71d36979dfd3ec8c5">More...</a><br /></td></tr>
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<tr class="memitem:a575ed34c73adbd61892d728a688479f3"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a575ed34c73adbd61892d728a688479f3">setGravity</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;vec)=0</td></tr>
<tr class="memdesc:a575ed34c73adbd61892d728a688479f3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a constant gravity for the entire scene. <a href="#a575ed34c73adbd61892d728a688479f3">More...</a><br /></td></tr>
<tr class="separator:a575ed34c73adbd61892d728a688479f3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6fe48dbf9144be415d63f1d2f3ce0b16"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxVec3.html">PxVec3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6fe48dbf9144be415d63f1d2f3ce0b16">getGravity</a> () const =0</td></tr>
<tr class="memdesc:a6fe48dbf9144be415d63f1d2f3ce0b16"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the current gravity setting. <a href="#a6fe48dbf9144be415d63f1d2f3ce0b16">More...</a><br /></td></tr>
<tr class="separator:a6fe48dbf9144be415d63f1d2f3ce0b16"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1e102ec1b29dea3b588b7507561e656e"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a1e102ec1b29dea3b588b7507561e656e">setBounceThresholdVelocity</a> (const PxReal t)=0</td></tr>
<tr class="memdesc:a1e102ec1b29dea3b588b7507561e656e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the bounce threshold velocity. Collision speeds below this threshold will not cause a bounce. <a href="#a1e102ec1b29dea3b588b7507561e656e">More...</a><br /></td></tr>
<tr class="separator:a1e102ec1b29dea3b588b7507561e656e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a36f1319b6695b33823529924f389ca3e"><td class="memItemLeft" align="right" valign="top">virtual PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a36f1319b6695b33823529924f389ca3e">getBounceThresholdVelocity</a> () const =0</td></tr>
<tr class="memdesc:a36f1319b6695b33823529924f389ca3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the bounce threshold velocity. <a href="#a36f1319b6695b33823529924f389ca3e">More...</a><br /></td></tr>
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<tr class="memitem:aed46505d6eac63a508c7a2d7e39cd5fb"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aed46505d6eac63a508c7a2d7e39cd5fb">setCCDMaxPasses</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> ccdMaxPasses)=0</td></tr>
<tr class="memdesc:aed46505d6eac63a508c7a2d7e39cd5fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the maximum number of CCD passes. <a href="#aed46505d6eac63a508c7a2d7e39cd5fb">More...</a><br /></td></tr>
<tr class="separator:aed46505d6eac63a508c7a2d7e39cd5fb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab0033036e31f91c68d520185ef6c1703"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab0033036e31f91c68d520185ef6c1703">getCCDMaxPasses</a> () const =0</td></tr>
<tr class="memdesc:ab0033036e31f91c68d520185ef6c1703"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets the maximum number of CCD passes. <a href="#ab0033036e31f91c68d520185ef6c1703">More...</a><br /></td></tr>
<tr class="separator:ab0033036e31f91c68d520185ef6c1703"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac02554e87f89db490aca6803056db522"><td class="memItemLeft" align="right" valign="top">virtual PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ac02554e87f89db490aca6803056db522">getFrictionOffsetThreshold</a> () const =0</td></tr>
<tr class="memdesc:ac02554e87f89db490aca6803056db522"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the value of frictionOffsetThreshold that was set in <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#ac02554e87f89db490aca6803056db522">More...</a><br /></td></tr>
<tr class="separator:ac02554e87f89db490aca6803056db522"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a959989fbe4fadd5067fc355004cec779"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a959989fbe4fadd5067fc355004cec779">setFrictionType</a> (<a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> frictionType)=0</td></tr>
<tr class="memdesc:a959989fbe4fadd5067fc355004cec779"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the friction model. <a href="#a959989fbe4fadd5067fc355004cec779">More...</a><br /></td></tr>
<tr class="separator:a959989fbe4fadd5067fc355004cec779"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaca4a2838bc3bf7ffece380c8c7f0f4e"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aaca4a2838bc3bf7ffece380c8c7f0f4e">getFrictionType</a> () const =0</td></tr>
<tr class="memdesc:aaca4a2838bc3bf7ffece380c8c7f0f4e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the friction model. <a href="#aaca4a2838bc3bf7ffece380c8c7f0f4e">More...</a><br /></td></tr>
<tr class="separator:aaca4a2838bc3bf7ffece380c8c7f0f4e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Visualization and Statistics</div></td></tr>
<tr class="memitem:a4055d302466a1f5cd9d481028b66b20a"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a4055d302466a1f5cd9d481028b66b20a">setVisualizationParameter</a> (<a class="el" href="structPxVisualizationParameter.html#adce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> param, PxReal value)=0</td></tr>
<tr class="memdesc:a4055d302466a1f5cd9d481028b66b20a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Function that lets you set debug visualization parameters. <a href="#a4055d302466a1f5cd9d481028b66b20a">More...</a><br /></td></tr>
<tr class="separator:a4055d302466a1f5cd9d481028b66b20a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7c036458140a45b23facb9cf2a9cdb84"><td class="memItemLeft" align="right" valign="top">virtual PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a7c036458140a45b23facb9cf2a9cdb84">getVisualizationParameter</a> (<a class="el" href="structPxVisualizationParameter.html#adce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a> paramEnum) const =0</td></tr>
<tr class="memdesc:a7c036458140a45b23facb9cf2a9cdb84"><td class="mdescLeft">&#160;</td><td class="mdescRight">Function that lets you query debug visualization parameters. <a href="#a7c036458140a45b23facb9cf2a9cdb84">More...</a><br /></td></tr>
<tr class="separator:a7c036458140a45b23facb9cf2a9cdb84"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab562ba2df953188a7e2b99f7ddcda5dc"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab562ba2df953188a7e2b99f7ddcda5dc">setVisualizationCullingBox</a> (const <a class="el" href="classPxBounds3.html">PxBounds3</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aef4ce9a43636da5132effb8ad46c4256">box</a>)=0</td></tr>
<tr class="memdesc:ab562ba2df953188a7e2b99f7ddcda5dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines a box in world space to which visualization geometry will be (conservatively) culled. Use a non-empty culling box to enable the feature, and an empty culling box to disable it. <a href="#ab562ba2df953188a7e2b99f7ddcda5dc">More...</a><br /></td></tr>
<tr class="separator:ab562ba2df953188a7e2b99f7ddcda5dc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaab5854538e05abbe83c485e9d3ec082"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxBounds3.html">PxBounds3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aaab5854538e05abbe83c485e9d3ec082">getVisualizationCullingBox</a> () const =0</td></tr>
<tr class="memdesc:aaab5854538e05abbe83c485e9d3ec082"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the visualization culling box. <a href="#aaab5854538e05abbe83c485e9d3ec082">More...</a><br /></td></tr>
<tr class="separator:aaab5854538e05abbe83c485e9d3ec082"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a35f231796a325fcf587e681831c5fcb5"><td class="memItemLeft" align="right" valign="top">virtual const <a class="el" href="classPxRenderBuffer.html">PxRenderBuffer</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a35f231796a325fcf587e681831c5fcb5">getRenderBuffer</a> ()=0</td></tr>
<tr class="memdesc:a35f231796a325fcf587e681831c5fcb5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the render buffer. <a href="#a35f231796a325fcf587e681831c5fcb5">More...</a><br /></td></tr>
<tr class="separator:a35f231796a325fcf587e681831c5fcb5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7abb1e1354ae3258b91fc097e9d682b8"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a7abb1e1354ae3258b91fc097e9d682b8">getSimulationStatistics</a> (<a class="el" href="classPxSimulationStatistics.html">PxSimulationStatistics</a> &amp;stats) const =0</td></tr>
<tr class="memdesc:a7abb1e1354ae3258b91fc097e9d682b8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Call this method to retrieve statistics for the current simulation step. <a href="#a7abb1e1354ae3258b91fc097e9d682b8">More...</a><br /></td></tr>
<tr class="separator:a7abb1e1354ae3258b91fc097e9d682b8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Scene Query</div></td></tr>
<tr class="memitem:ad285bee8674cc03378588a32c4f85dda"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ad285bee8674cc03378588a32c4f85dda">getStaticStructure</a> () const =0</td></tr>
<tr class="memdesc:ad285bee8674cc03378588a32c4f85dda"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the value of <a class="el" href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects. ">PxSceneDesc::staticStructure</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#ad285bee8674cc03378588a32c4f85dda">More...</a><br /></td></tr>
<tr class="separator:ad285bee8674cc03378588a32c4f85dda"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c756c7ad50f94675d3d8ff9ac12289b"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a0c756c7ad50f94675d3d8ff9ac12289b">getDynamicStructure</a> () const =0</td></tr>
<tr class="memdesc:a0c756c7ad50f94675d3d8ff9ac12289b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the value of <a class="el" href="classPxSceneDesc.html#a038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects. ">PxSceneDesc::dynamicStructure</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#a0c756c7ad50f94675d3d8ff9ac12289b">More...</a><br /></td></tr>
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<tr class="memitem:ab5b6fb6168a5fb8aa34299cbe73747ed"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab5b6fb6168a5fb8aa34299cbe73747ed">flushQueryUpdates</a> ()=0</td></tr>
<tr class="memdesc:ab5b6fb6168a5fb8aa34299cbe73747ed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flushes any changes to the scene query representation. <a href="#ab5b6fb6168a5fb8aa34299cbe73747ed">More...</a><br /></td></tr>
<tr class="separator:ab5b6fb6168a5fb8aa34299cbe73747ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a080866698f34876134941cf42949592b"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="classPxBatchQuery.html">PxBatchQuery</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a080866698f34876134941cf42949592b">createBatchQuery</a> (const <a class="el" href="classPxBatchQueryDesc.html">PxBatchQueryDesc</a> &amp;desc)=0</td></tr>
<tr class="memdesc:a080866698f34876134941cf42949592b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a BatchQuery object. <a href="#a080866698f34876134941cf42949592b">More...</a><br /></td></tr>
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<tr class="memitem:abf2322887ca4db2fdea0229a44e2892c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#abf2322887ca4db2fdea0229a44e2892c">setDynamicTreeRebuildRateHint</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> dynamicTreeRebuildRateHint)=0</td></tr>
<tr class="memdesc:abf2322887ca4db2fdea0229a44e2892c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the rebuild rate of the dynamic tree pruning structures. <a href="#abf2322887ca4db2fdea0229a44e2892c">More...</a><br /></td></tr>
<tr class="separator:abf2322887ca4db2fdea0229a44e2892c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae220420fdd08f0dabee8b30f5ef2de68"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ae220420fdd08f0dabee8b30f5ef2de68">getDynamicTreeRebuildRateHint</a> () const =0</td></tr>
<tr class="memdesc:ae220420fdd08f0dabee8b30f5ef2de68"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the rebuild rate of the dynamic tree pruning structures. <a href="#ae220420fdd08f0dabee8b30f5ef2de68">More...</a><br /></td></tr>
<tr class="separator:ae220420fdd08f0dabee8b30f5ef2de68"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a03b103772b8c06f2bf5c8192f1cb3f70"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a03b103772b8c06f2bf5c8192f1cb3f70">forceDynamicTreeRebuild</a> (bool rebuildStaticStructure, bool rebuildDynamicStructure)=0</td></tr>
<tr class="memdesc:a03b103772b8c06f2bf5c8192f1cb3f70"><td class="mdescLeft">&#160;</td><td class="mdescRight">Forces dynamic trees to be immediately rebuilt. <a href="#a03b103772b8c06f2bf5c8192f1cb3f70">More...</a><br /></td></tr>
<tr class="separator:a03b103772b8c06f2bf5c8192f1cb3f70"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8b689efc2353e9c57abf0182cb3f7dfd"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a8b689efc2353e9c57abf0182cb3f7dfd">setSceneQueryUpdateMode</a> (<a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> updateMode)=0</td></tr>
<tr class="memdesc:a8b689efc2353e9c57abf0182cb3f7dfd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets scene query update mode. <a href="#a8b689efc2353e9c57abf0182cb3f7dfd">More...</a><br /></td></tr>
<tr class="separator:a8b689efc2353e9c57abf0182cb3f7dfd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1fd7e1e617aa9359b56e91e060ad9f90"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a1fd7e1e617aa9359b56e91e060ad9f90">getSceneQueryUpdateMode</a> () const =0</td></tr>
<tr class="memdesc:a1fd7e1e617aa9359b56e91e060ad9f90"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets scene query update mode. <a href="#a1fd7e1e617aa9359b56e91e060ad9f90">More...</a><br /></td></tr>
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<tr class="memitem:aa2b103c61cc84c1df17b82266a17413f"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa2b103c61cc84c1df17b82266a17413f">sceneQueriesUpdate</a> (<a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *completionTask=NULL, bool controlSimulation=true)=0</td></tr>
<tr class="memdesc:aa2b103c61cc84c1df17b82266a17413f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Executes scene queries update tasks. This function will refit dirty shapes within the pruner and will execute a task to build a new AABB tree, which is build on a different thread. The new AABB tree is built based on the dynamic tree rebuild hint rate. Once the new tree is ready it will be commited in next fetchQueries call, which must be called after. <a href="#aa2b103c61cc84c1df17b82266a17413f">More...</a><br /></td></tr>
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<tr class="memitem:ae4e41c3f3c32b955b230b26a86390e0c"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ae4e41c3f3c32b955b230b26a86390e0c">checkQueries</a> (bool block=false)=0</td></tr>
<tr class="memdesc:ae4e41c3f3c32b955b230b26a86390e0c"><td class="mdescLeft">&#160;</td><td class="mdescRight">This checks to see if the scene queries update has completed. <a href="#ae4e41c3f3c32b955b230b26a86390e0c">More...</a><br /></td></tr>
<tr class="separator:ae4e41c3f3c32b955b230b26a86390e0c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2f7af5ab3815d6ec6db66603ef8ced4e"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a2f7af5ab3815d6ec6db66603ef8ced4e">fetchQueries</a> (bool block=false)=0</td></tr>
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<tr class="memitem:a7d7dcd877cee092f8b57c67d79982b50"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a7d7dcd877cee092f8b57c67d79982b50">raycast</a> (const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;origin, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir, const PxReal distance, <a class="el" href="group__scenequery.html#ga4dbe8142d799492bd8e7c5ec70bfac41">PxRaycastCallback</a> &amp;hitCall, PxHitFlags hitFlags=PxHitFlags(<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>), const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), <a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> *filterCall=NULL, const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *cache=NULL) const =0</td></tr>
<tr class="memdesc:a7d7dcd877cee092f8b57c67d79982b50"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs a raycast against objects in the scene, returns results in a PxRaycastBuffer object or via a custom user callback implementation inheriting from PxRaycastCallback. <a href="#a7d7dcd877cee092f8b57c67d79982b50">More...</a><br /></td></tr>
<tr class="separator:a7d7dcd877cee092f8b57c67d79982b50"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9b07b2a98e64105a06e97ffaeba2a63d"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a9b07b2a98e64105a06e97ffaeba2a63d">sweep</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir, const PxReal distance, <a class="el" href="group__scenequery.html#ga6f93f556cef747d50f643499928dd865">PxSweepCallback</a> &amp;hitCall, PxHitFlags hitFlags=PxHitFlags(<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>), const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), <a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> *filterCall=NULL, const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *cache=NULL, const PxReal inflation=0.f) const =0</td></tr>
<tr class="memdesc:a9b07b2a98e64105a06e97ffaeba2a63d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs a sweep test against objects in the scene, returns results in a PxSweepBuffer object or via a custom user callback implementation inheriting from PxSweepCallback. <a href="#a9b07b2a98e64105a06e97ffaeba2a63d">More...</a><br /></td></tr>
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<tr class="memitem:a31d09c0e967f9806a1f0d5df78dfc996"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a31d09c0e967f9806a1f0d5df78dfc996">overlap</a> (const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose, <a class="el" href="group__scenequery.html#ga9baa3a8cad31bbb8ef666fe01b3afeb7">PxOverlapCallback</a> &amp;hitCall, const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;filterData=<a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>(), <a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> *filterCall=NULL) const =0</td></tr>
<tr class="memdesc:a31d09c0e967f9806a1f0d5df78dfc996"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performs an overlap test of a given geometry against objects in the scene, returns results in a PxOverlapBuffer object or via a custom user callback implementation inheriting from PxOverlapCallback. <a href="#a31d09c0e967f9806a1f0d5df78dfc996">More...</a><br /></td></tr>
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<tr class="memitem:a32850ee34d1736811c1e93e25c689a68"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a32850ee34d1736811c1e93e25c689a68">getSceneQueryStaticTimestamp</a> () const =0</td></tr>
<tr class="memdesc:a32850ee34d1736811c1e93e25c689a68"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the scene's internal scene query timestamp, increased each time a change to the static scene query structure is performed. <a href="#a32850ee34d1736811c1e93e25c689a68">More...</a><br /></td></tr>
<tr class="separator:a32850ee34d1736811c1e93e25c689a68"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Broad-phase</div></td></tr>
<tr class="memitem:a5ac224256bfbe7380ea3dad4dc6dac06"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxBroadPhaseType.html#ac7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a5ac224256bfbe7380ea3dad4dc6dac06">getBroadPhaseType</a> () const =0</td></tr>
<tr class="memdesc:a5ac224256bfbe7380ea3dad4dc6dac06"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns broad-phase type. <a href="#a5ac224256bfbe7380ea3dad4dc6dac06">More...</a><br /></td></tr>
<tr class="separator:a5ac224256bfbe7380ea3dad4dc6dac06"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a670748d0b132b7360d76188c2b5262c9"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a670748d0b132b7360d76188c2b5262c9">getBroadPhaseCaps</a> (<a class="el" href="structPxBroadPhaseCaps.html">PxBroadPhaseCaps</a> &amp;caps) const =0</td></tr>
<tr class="memdesc:a670748d0b132b7360d76188c2b5262c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets broad-phase caps. <a href="#a670748d0b132b7360d76188c2b5262c9">More...</a><br /></td></tr>
<tr class="separator:a670748d0b132b7360d76188c2b5262c9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa531bcd0f349fee87c0c6447869a24cc"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa531bcd0f349fee87c0c6447869a24cc">getNbBroadPhaseRegions</a> () const =0</td></tr>
<tr class="memdesc:aa531bcd0f349fee87c0c6447869a24cc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns number of regions currently registered in the broad-phase. <a href="#aa531bcd0f349fee87c0c6447869a24cc">More...</a><br /></td></tr>
<tr class="separator:aa531bcd0f349fee87c0c6447869a24cc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a78c78c1d47c7a3ab9ee234032c438d36"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a78c78c1d47c7a3ab9ee234032c438d36">getBroadPhaseRegions</a> (<a class="el" href="structPxBroadPhaseRegionInfo.html">PxBroadPhaseRegionInfo</a> *userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a78c78c1d47c7a3ab9ee234032c438d36"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets broad-phase regions. <a href="#a78c78c1d47c7a3ab9ee234032c438d36">More...</a><br /></td></tr>
<tr class="separator:a78c78c1d47c7a3ab9ee234032c438d36"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:affbf0f147c773e2b2d58831df610b1a7"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#affbf0f147c773e2b2d58831df610b1a7">addBroadPhaseRegion</a> (const <a class="el" href="structPxBroadPhaseRegion.html">PxBroadPhaseRegion</a> &amp;region, bool populateRegion=false)=0</td></tr>
<tr class="memdesc:affbf0f147c773e2b2d58831df610b1a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds a new broad-phase region. <a href="#affbf0f147c773e2b2d58831df610b1a7">More...</a><br /></td></tr>
<tr class="separator:affbf0f147c773e2b2d58831df610b1a7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8fff11a9236b623ae6c2e45d00c60232"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a8fff11a9236b623ae6c2e45d00c60232">removeBroadPhaseRegion</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> handle)=0</td></tr>
<tr class="memdesc:a8fff11a9236b623ae6c2e45d00c60232"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes a new broad-phase region. <a href="#a8fff11a9236b623ae6c2e45d00c60232">More...</a><br /></td></tr>
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<tr><td colspan="2"><div class="groupHeader">Threads and Memory</div></td></tr>
<tr class="memitem:abe1495d04a1852030c0dec380999525a"><td class="memItemLeft" align="right" valign="top">virtual PxTaskManager *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#abe1495d04a1852030c0dec380999525a">getTaskManager</a> () const =0</td></tr>
<tr class="memdesc:abe1495d04a1852030c0dec380999525a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the task manager associated with this scene. <a href="#abe1495d04a1852030c0dec380999525a">More...</a><br /></td></tr>
<tr class="separator:abe1495d04a1852030c0dec380999525a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a088a9978be5b160b79665d4fb471ec81"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81">lockRead</a> (const char *file=NULL, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> line=0)=0</td></tr>
<tr class="memdesc:a088a9978be5b160b79665d4fb471ec81"><td class="mdescLeft">&#160;</td><td class="mdescRight">Lock the scene for reading from the calling thread. <a href="#a088a9978be5b160b79665d4fb471ec81">More...</a><br /></td></tr>
<tr class="separator:a088a9978be5b160b79665d4fb471ec81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aca7f8e7bc71ad39645b787bc41ab8c13"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aca7f8e7bc71ad39645b787bc41ab8c13">unlockRead</a> ()=0</td></tr>
<tr class="memdesc:aca7f8e7bc71ad39645b787bc41ab8c13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unlock the scene from reading. <a href="#aca7f8e7bc71ad39645b787bc41ab8c13">More...</a><br /></td></tr>
<tr class="separator:aca7f8e7bc71ad39645b787bc41ab8c13"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a89d45878685fa31bb2684c096d2c6918"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918">lockWrite</a> (const char *file=NULL, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> line=0)=0</td></tr>
<tr class="memdesc:a89d45878685fa31bb2684c096d2c6918"><td class="mdescLeft">&#160;</td><td class="mdescRight">Lock the scene for writing from this thread. <a href="#a89d45878685fa31bb2684c096d2c6918">More...</a><br /></td></tr>
<tr class="separator:a89d45878685fa31bb2684c096d2c6918"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af2fa25d740641e78ae934c0488f17a4d"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#af2fa25d740641e78ae934c0488f17a4d">unlockWrite</a> ()=0</td></tr>
<tr class="memdesc:af2fa25d740641e78ae934c0488f17a4d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unlock the scene from writing. <a href="#af2fa25d740641e78ae934c0488f17a4d">More...</a><br /></td></tr>
<tr class="separator:af2fa25d740641e78ae934c0488f17a4d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a148be23880c4e2d67f9f772066a9f966"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a148be23880c4e2d67f9f772066a9f966">setNbContactDataBlocks</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> numBlocks)=0</td></tr>
<tr class="memdesc:a148be23880c4e2d67f9f772066a9f966"><td class="mdescLeft">&#160;</td><td class="mdescRight">set the cache blocks that can be used during <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a>. <a href="#a148be23880c4e2d67f9f772066a9f966">More...</a><br /></td></tr>
<tr class="separator:a148be23880c4e2d67f9f772066a9f966"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab6224a915d459fb6a1c0899a080f5697"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ab6224a915d459fb6a1c0899a080f5697">getNbContactDataBlocksUsed</a> () const =0</td></tr>
<tr class="memdesc:ab6224a915d459fb6a1c0899a080f5697"><td class="mdescLeft">&#160;</td><td class="mdescRight">get the number of cache blocks currently used by the scene <a href="#ab6224a915d459fb6a1c0899a080f5697">More...</a><br /></td></tr>
<tr class="separator:ab6224a915d459fb6a1c0899a080f5697"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa3c625507d5cfaf0f1cb9d26f66be329"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa3c625507d5cfaf0f1cb9d26f66be329">getMaxNbContactDataBlocksUsed</a> () const =0</td></tr>
<tr class="memdesc:aa3c625507d5cfaf0f1cb9d26f66be329"><td class="mdescLeft">&#160;</td><td class="mdescRight">get the maximum number of cache blocks used by the scene <a href="#aa3c625507d5cfaf0f1cb9d26f66be329">More...</a><br /></td></tr>
<tr class="separator:aa3c625507d5cfaf0f1cb9d26f66be329"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac7b1dccad5d20304653f21c91b09258a"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#ac7b1dccad5d20304653f21c91b09258a">getContactReportStreamBufferSize</a> () const =0</td></tr>
<tr class="memdesc:ac7b1dccad5d20304653f21c91b09258a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the value of <a class="el" href="classPxSceneDesc.html#a02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes). ">PxSceneDesc::contactReportStreamBufferSize</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. <a href="#ac7b1dccad5d20304653f21c91b09258a">More...</a><br /></td></tr>
<tr class="separator:ac7b1dccad5d20304653f21c91b09258a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aad9cc8bf329f4de4b407436f5cd38c98"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aad9cc8bf329f4de4b407436f5cd38c98">setSolverBatchSize</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> solverBatchSize)=0</td></tr>
<tr class="memdesc:aad9cc8bf329f4de4b407436f5cd38c98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the number of actors required to spawn a separate rigid body solver thread. <a href="#aad9cc8bf329f4de4b407436f5cd38c98">More...</a><br /></td></tr>
<tr class="separator:aad9cc8bf329f4de4b407436f5cd38c98"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:add966317a1feb083e273fd8c12f454b5"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#add966317a1feb083e273fd8c12f454b5">getSolverBatchSize</a> () const =0</td></tr>
<tr class="memdesc:add966317a1feb083e273fd8c12f454b5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the number of actors required to spawn a separate rigid body solver thread. <a href="#add966317a1feb083e273fd8c12f454b5">More...</a><br /></td></tr>
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<tr class="memitem:a0db918a532ef4d36474bf3f46cfad5a8"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a0db918a532ef4d36474bf3f46cfad5a8">setSolverArticulationBatchSize</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> solverBatchSize)=0</td></tr>
<tr class="memdesc:a0db918a532ef4d36474bf3f46cfad5a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the number of articulations required to spawn a separate rigid body solver thread. <a href="#a0db918a532ef4d36474bf3f46cfad5a8">More...</a><br /></td></tr>
<tr class="separator:a0db918a532ef4d36474bf3f46cfad5a8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af11e6f5eedaa53bb4a1e3420e1c2c531"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#af11e6f5eedaa53bb4a1e3420e1c2c531">getSolverArticulationBatchSize</a> () const =0</td></tr>
<tr class="memdesc:af11e6f5eedaa53bb4a1e3420e1c2c531"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the number of articulations required to spawn a separate rigid body solver thread. <a href="#af11e6f5eedaa53bb4a1e3420e1c2c531">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a64fbe5f25cef90d47fcb1c6428efe15a"><td class="memItemLeft" align="right" valign="top">void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a64fbe5f25cef90d47fcb1c6428efe15a">userData</a></td></tr>
<tr class="memdesc:a64fbe5f25cef90d47fcb1c6428efe15a"><td class="mdescLeft">&#160;</td><td class="mdescRight">user can assign this to whatever, usually to create a 1:1 relationship with a user object. <a href="#a64fbe5f25cef90d47fcb1c6428efe15a">More...</a><br /></td></tr>
<tr class="separator:a64fbe5f25cef90d47fcb1c6428efe15a"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="member-group"></a>
Basics</h2></td></tr>
<tr class="memitem:a37b5f1aed7edbae16640e0555d9271ae"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a37b5f1aed7edbae16640e0555d9271ae">PxScene</a> ()</td></tr>
<tr class="separator:a37b5f1aed7edbae16640e0555d9271ae"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aba2cd20df65cecbc62a08415f9a8a4b8"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aba2cd20df65cecbc62a08415f9a8a4b8">~PxScene</a> ()</td></tr>
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<tr class="memitem:a61f68a8c516aea477cc5328b00c976ed"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a61f68a8c516aea477cc5328b00c976ed">release</a> ()=0</td></tr>
<tr class="memdesc:a61f68a8c516aea477cc5328b00c976ed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Deletes the scene. <a href="#a61f68a8c516aea477cc5328b00c976ed">More...</a><br /></td></tr>
<tr class="separator:a61f68a8c516aea477cc5328b00c976ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6610c08a5a92c894dcac9d658e48b7de"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6610c08a5a92c894dcac9d658e48b7de">setFlag</a> (<a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53">PxSceneFlag::Enum</a> flag, bool value)=0</td></tr>
<tr class="memdesc:a6610c08a5a92c894dcac9d658e48b7de"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a scene flag. You can only set one flag at a time. <a href="#a6610c08a5a92c894dcac9d658e48b7de">More...</a><br /></td></tr>
<tr class="separator:a6610c08a5a92c894dcac9d658e48b7de"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0acbc97457d54775b6402f3790c3513b"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a0acbc97457d54775b6402f3790c3513b">getFlags</a> () const =0</td></tr>
<tr class="memdesc:a0acbc97457d54775b6402f3790c3513b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the scene flags. <a href="#a0acbc97457d54775b6402f3790c3513b">More...</a><br /></td></tr>
<tr class="separator:a0acbc97457d54775b6402f3790c3513b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1c9025d9a26efa7b90c8c75cb7126b92"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a1c9025d9a26efa7b90c8c75cb7126b92">setLimits</a> (const <a class="el" href="classPxSceneLimits.html">PxSceneLimits</a> &amp;limits)=0</td></tr>
<tr class="memdesc:a1c9025d9a26efa7b90c8c75cb7126b92"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set new scene limits. <a href="#a1c9025d9a26efa7b90c8c75cb7126b92">More...</a><br /></td></tr>
<tr class="separator:a1c9025d9a26efa7b90c8c75cb7126b92"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a76d9b31b013e4d666e3b5fdea3448887"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxSceneLimits.html">PxSceneLimits</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a76d9b31b013e4d666e3b5fdea3448887">getLimits</a> () const =0</td></tr>
<tr class="memdesc:a76d9b31b013e4d666e3b5fdea3448887"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get current scene limits. <a href="#a76d9b31b013e4d666e3b5fdea3448887">More...</a><br /></td></tr>
<tr class="separator:a76d9b31b013e4d666e3b5fdea3448887"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa77b43c78a62a0c771e5e6404fc55ffe"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#aa77b43c78a62a0c771e5e6404fc55ffe">getPhysics</a> ()=0</td></tr>
<tr class="memdesc:aa77b43c78a62a0c771e5e6404fc55ffe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Call this method to retrieve the Physics SDK. <a href="#aa77b43c78a62a0c771e5e6404fc55ffe">More...</a><br /></td></tr>
<tr class="separator:aa77b43c78a62a0c771e5e6404fc55ffe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6003ed1a202d434ef64439741e3f2de2"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxScene.html#a6003ed1a202d434ef64439741e3f2de2">getTimestamp</a> () const =0</td></tr>
<tr class="memdesc:a6003ed1a202d434ef64439741e3f2de2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the scene's internal timestamp, increased each time a simulation step is completed. <a href="#a6003ed1a202d434ef64439741e3f2de2">More...</a><br /></td></tr>
<tr class="separator:a6003ed1a202d434ef64439741e3f2de2"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A scene is a collection of bodies and constraints which can interact. </p>
<p>The scene simulates the behavior of these objects over time. Several scenes may exist at the same time, but each body or constraint is specific to a scene &ndash; they may not be shared.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics.createScene()</a> <a class="el" href="classPxScene.html#a61f68a8c516aea477cc5328b00c976ed" title="Deletes the scene. ">release()</a> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="a37b5f1aed7edbae16640e0555d9271ae"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a37b5f1aed7edbae16640e0555d9271ae">&#9670;&nbsp;</a></span>PxScene()</h2>
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<td class="memname">PxScene::PxScene </td>
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<span class="mlabels"><span class="mlabel">inline</span><span class="mlabel">protected</span></span> </td>
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<h2 class="memtitle"><span class="permalink"><a href="#aba2cd20df65cecbc62a08415f9a8a4b8">&#9670;&nbsp;</a></span>~PxScene()</h2>
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<td class="memname">virtual PxScene::~PxScene </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="#a033c70c3094db21a2c51246e1a65a0e5">&#9670;&nbsp;</a></span>addActor()</h2>
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<td class="memname">virtual void PxScene::addActor </td>
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<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
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<td class="paramtype">const <a class="el" href="classPxBVHStructure.html">PxBVHStructure</a> *&#160;</td>
<td class="paramname"><em>bvhStructure</em> = <code>NULL</code>&#160;</td>
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<p>Adds an actor to this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the actor is already assigned to a scene (see <a class="el" href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3" title="Retrieves the scene which this actor belongs to. ">PxActor::getScene</a>), the call is ignored and an error is issued. </dd>
<dd>
If the actor has an invalid constraint, in checked builds the call is ignored and an error is issued.</dd>
<dd>
You can not add individual articulation links (see <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body ">PxArticulationLink</a>) to the scene. Use <a class="el" href="classPxScene.html#a71c7735111340425a6ca1b78772ee8be" title="Adds an articulation to this scene. ">addArticulation()</a> instead.</dd>
<dd>
If the actor is a <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> then each assigned <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> object will get added to the scene automatically if it connects to another actor that is part of the scene already.</dd>
<dd>
When BVHStructure is provided the actor shapes are grouped together. The scene query pruning structure inside PhysX SDK will store/update one bound per actor. The scene queries against such an actor will query actor bounds and then make a local space query against the provided BVH structure, which is in actor's local space.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>Actor to add to scene. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bvhStructure</td><td>BVHStructure for actor shapes.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a>, <a class="el" href="classPxConstraint.html#a96bea6e60039cf468b1c677d2594611a" title="whether the constraint is valid. ">PxConstraint::isValid()</a>, <a class="el" href="classPxBVHStructure.html" title="Class representing the bounding volume hierarchy structure. ">PxBVHStructure</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#acaae28f21ccf233d0a9c0ad17a1ff5bd">&#9670;&nbsp;</a></span>addActors() <span class="overload">[1/2]</span></h2>
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<td class="memname">virtual void PxScene::addActors </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> *const *&#160;</td>
<td class="paramname"><em>actors</em>, </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>nbActors</em>&#160;</td>
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<p>Adds actors to this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If one of the actors is already assigned to a scene (see <a class="el" href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3" title="Retrieves the scene which this actor belongs to. ">PxActor::getScene</a>), the call is ignored and an error is issued.</dd>
<dd>
You can not add individual articulation links (see <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body ">PxArticulationLink</a>) to the scene. Use <a class="el" href="classPxScene.html#a71c7735111340425a6ca1b78772ee8be" title="Adds an articulation to this scene. ">addArticulation()</a> instead.</dd>
<dd>
If an actor in the array contains an invalid constraint, in checked builds the call is ignored and an error is issued. </dd>
<dd>
If an actor in the array is a <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> then each assigned <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> object will get added to the scene automatically if it connects to another actor that is part of the scene already.</dd>
<dd>
this method is optimized for high performance, and does not support buffering. It may not be called during simulation.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actors</td><td>Array of actors to add to scene. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">nbActors</td><td>Number of actors in the array.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a>, <a class="el" href="classPxConstraint.html#a96bea6e60039cf468b1c677d2594611a" title="whether the constraint is valid. ">PxConstraint::isValid()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6a5610ee50faad60924a332ff4559321">&#9670;&nbsp;</a></span>addActors() <span class="overload">[2/2]</span></h2>
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<td class="memname">virtual void PxScene::addActors </td>
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<td class="paramtype">const <a class="el" href="classPxPruningStructure.html">PxPruningStructure</a> &amp;&#160;</td>
<td class="paramname"><em>pruningStructure</em></td><td>)</td>
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<p>Adds a pruning structure together with its actors to this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If an actor in the pruning structure contains an invalid constraint, in checked builds the call is ignored and an error is issued. </dd>
<dd>
For all actors in the pruning structure each assigned <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> object will get added to the scene automatically if it connects to another actor that is part of the scene already.</dd>
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This method is optimized for high performance, and does not support buffering. It may not be called during simulation.</dd>
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Merging a <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a> into an active scene query optimization AABB tree might unbalance the tree. A typical use case for <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a> is a large world scenario where blocks of closely positioned actors get streamed in. The merge process finds the best node in the active scene query optimization AABB tree and inserts the <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a>. Therefore using <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a> for actors scattered throughout the world will result in an unbalanced tree.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">pruningStructure</td><td>Pruning structure for a set of actors.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a5c62ebf74c105e7ecf3eaba6949a42fa" title="Creates a pruning structure from actors. ">PxPhysics::createPruningStructure</a>, <a class="el" href="classPxPruningStructure.html" title="A precomputed pruning structure to accelerate scene queries against newly added actors. ">PxPruningStructure</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a7e1a5eaea13e5f97415dd14690e7ce38">&#9670;&nbsp;</a></span>addAggregate()</h2>
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<td class="memname">virtual void PxScene::addAggregate </td>
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<td class="paramtype"><a class="el" href="classPxAggregate.html">PxAggregate</a> &amp;&#160;</td>
<td class="paramname"><em>aggregate</em></td><td>)</td>
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<p>Adds an aggregate to this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the aggregate is already assigned to a scene (see <a class="el" href="classPxAggregate.html#aa70f305e7f2934d99afd74d28b0c0194" title="Retrieves the scene which this aggregate belongs to. ">PxAggregate::getScene</a>), the call is ignored and an error is issued. </dd>
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If the aggregate contains an actor with an invalid constraint, in checked builds the call is ignored and an error is issued.</dd>
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If the aggregate already contains actors, those actors are added to the scene as well.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">aggregate</td><td>Aggregate to add to scene.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a>, <a class="el" href="classPxConstraint.html#a96bea6e60039cf468b1c677d2594611a" title="whether the constraint is valid. ">PxConstraint::isValid()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a71c7735111340425a6ca1b78772ee8be">&#9670;&nbsp;</a></span>addArticulation()</h2>
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<td class="memname">virtual void PxScene::addArticulation </td>
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<td class="paramtype"><a class="el" href="classPxArticulationBase.html">PxArticulationBase</a> &amp;&#160;</td>
<td class="paramname"><em>articulation</em></td><td>)</td>
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<p>Adds an articulation to this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the articulation is already assigned to a scene (see <a class="el" href="classPxArticulationBase.html#af760fbc18ace5571c97b7da64c5fbe7c" title="Retrieves the scene which this articulation belongs to. ">PxArticulation::getScene</a>), the call is ignored and an error is issued.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">articulation</td><td>Articulation to add to scene. See <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a></td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#affbf0f147c773e2b2d58831df610b1a7">&#9670;&nbsp;</a></span>addBroadPhaseRegion()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::addBroadPhaseRegion </td>
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<td class="paramtype">const <a class="el" href="structPxBroadPhaseRegion.html">PxBroadPhaseRegion</a> &amp;&#160;</td>
<td class="paramname"><em>region</em>, </td>
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<td class="paramname"><em>populateRegion</em> = <code>false</code>&#160;</td>
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<p>Adds a new broad-phase region. </p>
<p>Note that by default, objects already existing in the SDK that might touch this region will not be automatically added to the region. In other words the newly created region will be empty, and will only be populated with new objects when they are added to the simulation, or with already existing objects when they are updated.</p>
<p>It is nonetheless possible to override this default behavior and let the SDK populate the new region automatically with already existing objects overlapping the incoming region. This has a cost though, and it should only be used when the game can not guarantee that all objects within the new region will be added to the simulation after the region itself.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">region</td><td>User-provided region data </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">populateRegion</td><td>Automatically populate new region with already existing objects overlapping it </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>Handle for newly created region, or 0xffffffff in case of failure. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6b61683d8acb5e73b2ffb41ebecae589">&#9670;&nbsp;</a></span>addCollection()</h2>
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<td class="memname">virtual void PxScene::addCollection </td>
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<td class="paramtype">const <a class="el" href="classPxCollection.html">PxCollection</a> &amp;&#160;</td>
<td class="paramname"><em>collection</em></td><td>)</td>
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<p>Adds objects in the collection to this scene. </p>
<p>This function adds the following types of objects to this scene: <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a>, <a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a>, <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a>. This method is typically used after deserializing the collection in order to populate the scene with deserialized objects.</p>
<dl class="section note"><dt>Note</dt><dd>If the collection contains an actor with an invalid constraint, in checked builds the call is ignored and an error is issued.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">collection</td><td>Objects to add to this scene. See <a class="el" href="classPxCollection.html" title="Collection class for serialization. ">PxCollection</a></td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxCollection.html" title="Collection class for serialization. ">PxCollection</a>, <a class="el" href="classPxConstraint.html#a96bea6e60039cf468b1c677d2594611a" title="whether the constraint is valid. ">PxConstraint::isValid()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#adc85aa20552a55905aa1329722a555d7">&#9670;&nbsp;</a></span>advance()</h2>
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<td class="memname">virtual void PxScene::advance </td>
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<td class="paramtype"><a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *&#160;</td>
<td class="paramname"><em>completionTask</em> = <code>0</code></td><td>)</td>
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<p>Performs dynamics phase of the simulation pipeline. </p>
<dl class="section note"><dt>Note</dt><dd>Calls to <a class="el" href="classPxScene.html#adc85aa20552a55905aa1329722a555d7" title="Performs dynamics phase of the simulation pipeline. ">advance()</a> should follow calls to <a class="el" href="classPxScene.html#ac320cd782704022cc044a1ef4b0c582f">fetchCollision()</a>. An error message will be issued if this sequence is not followed.</dd></dl>
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<tr><td class="paramdir">[in]</td><td class="paramname">completionTask</td><td>if non-NULL, this task will have its refcount incremented in <a class="el" href="classPxScene.html#adc85aa20552a55905aa1329722a555d7" title="Performs dynamics phase of the simulation pipeline. ">advance()</a>, then decremented when the scene is ready to have fetchResults called. So the task will not run until the application also calls removeReference(). </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ae4e41c3f3c32b955b230b26a86390e0c">&#9670;&nbsp;</a></span>checkQueries()</h2>
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<td class="memname">virtual bool PxScene::checkQueries </td>
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<p>This checks to see if the scene queries update has completed. </p>
<p>This does not cause the data available for reading to be updated with the results of the scene queries update, it is simply a status check. The bool will allow it to either return immediately or block waiting for the condition to be met so that it can return true</p>
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<dl class="section return"><dt>Returns</dt><dd>True if the results are available.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#aa2b103c61cc84c1df17b82266a17413f" title="Executes scene queries update tasks. This function will refit dirty shapes within the pruner and will...">sceneQueriesUpdate()</a> <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6f45a8ee04f0bcd2c23b23daa176bee5">&#9670;&nbsp;</a></span>checkResults()</h2>
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<td class="memname">virtual bool PxScene::checkResults </td>
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<p>This checks to see if the simulation run has completed. </p>
<p>This does not cause the data available for reading to be updated with the results of the simulation, it is simply a status check. The bool will allow it to either return immediately or block waiting for the condition to be met so that it can return true</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">block</td><td>When set to true will block until the condition is met. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if the results are available.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a17c3863f711ef79c08c6054b69fd430c">&#9670;&nbsp;</a></span>collide()</h2>
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<td class="memname">virtual void PxScene::collide </td>
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<p>Performs collision detection for the scene over elapsedTime. </p>
<dl class="section note"><dt>Note</dt><dd>Calls to <a class="el" href="classPxScene.html#a17c3863f711ef79c08c6054b69fd430c" title="Performs collision detection for the scene over elapsedTime. ">collide()</a> should be the first method called to simulate a frame.</dd></dl>
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<tr><td class="paramdir">[in]</td><td class="paramname">elapsedTime</td><td>Amount of time to advance simulation by. The parameter has to be larger than 0, else the resulting behavior will be undefined. <b>Range:</b> (0, PX_MAX_F32) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">completionTask</td><td>if non-NULL, this task will have its refcount incremented in <a class="el" href="classPxScene.html#a17c3863f711ef79c08c6054b69fd430c" title="Performs collision detection for the scene over elapsedTime. ">collide()</a>, then decremented when the scene is ready to have fetchResults called. So the task will not run until the application also calls removeReference(). </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scratchMemBlock</td><td>a memory region for physx to use for temporary data during simulation. This block may be reused by the application after fetchResults returns. Must be aligned on a 16-byte boundary </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scratchMemBlockSize</td><td>the size of the scratch memory block. Must be a multiple of 16K. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">controlSimulation</td><td>if true, the scene controls its PxTaskManager simulation state. Leave true unless the application is calling the PxTaskManager start/stopSimulation() methods itself. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a080866698f34876134941cf42949592b">&#9670;&nbsp;</a></span>createBatchQuery()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="classPxBatchQuery.html">PxBatchQuery</a>* PxScene::createBatchQuery </td>
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<td class="paramtype">const <a class="el" href="classPxBatchQueryDesc.html">PxBatchQueryDesc</a> &amp;&#160;</td>
<td class="paramname"><em>desc</em></td><td>)</td>
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<p>Creates a BatchQuery object. </p>
<p>Scene queries like raycasts, overlap tests and sweeps are batched in this object and are then executed at once. See <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>.</p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000012">Deprecated:</a></b></dt><dd>The batched query feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">desc</td><td>The descriptor of scene query. Scene Queries need to register a callback. See <a class="el" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery. ">PxBatchQueryDesc</a>.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> <a class="el" href="classPxBatchQueryDesc.html" title="Descriptor class for PxBatchQuery. ">PxBatchQueryDesc</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a285849425521dd0344f55b4a7c0a834a">&#9670;&nbsp;</a></span>createClient()</h2>
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<td class="memname">virtual <a class="el" href="PxClient_8h.html#acb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> PxScene::createClient </td>
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<p>Reserves a new client ID. </p>
<p>PX_DEFAULT_CLIENT is always available as the default clientID. Additional clients are returned by this function. Clients cannot be released once created. An error is reported when more than a supported number of clients (currently 128) are created.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="PxClient_8h.html#acb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support. ">PxClientID</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ac320cd782704022cc044a1ef4b0c582f">&#9670;&nbsp;</a></span>fetchCollision()</h2>
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<td class="memname">virtual bool PxScene::fetchCollision </td>
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<p>This method must be called after <a class="el" href="classPxScene.html#a17c3863f711ef79c08c6054b69fd430c" title="Performs collision detection for the scene over elapsedTime. ">collide()</a> and before <a class="el" href="classPxScene.html#adc85aa20552a55905aa1329722a555d7" title="Performs dynamics phase of the simulation pipeline. ">advance()</a>. It will wait for the collision phase to finish. If the user makes an illegal simulation call, the SDK will issue an error message.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">block</td><td>When set to true will block until the condition is met, which is collision must finish running. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a2f7af5ab3815d6ec6db66603ef8ced4e">&#9670;&nbsp;</a></span>fetchQueries()</h2>
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<td class="memname">virtual bool PxScene::fetchQueries </td>
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<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>block</em> = <code>false</code></td><td>)</td>
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<p>This method must be called after sceneQueriesUpdate. It will wait for the scene queries update to finish. If the user makes an illegal scene queries update call, the SDK will issue an error message.</p>
<p>If a new AABB tree build finished, then during fetchQueries the current tree within the pruning structure is swapped with the new tree.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">block</td><td>When set to true will block until the condition is met, which is tree built task must finish running. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ab34e054ccf428a1cdbd81bf1e2b87fae">&#9670;&nbsp;</a></span>fetchResults()</h2>
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<td class="memname">virtual bool PxScene::fetchResults </td>
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<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>block</em> = <code>false</code>, </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *&#160;</td>
<td class="paramname"><em>errorState</em> = <code>0</code>&#160;</td>
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<p>This is the big brother to <a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5" title="This checks to see if the simulation run has completed. ">checkResults()</a> it basically does the following:</p>
<div class="fragment"><div class="line"><span class="keywordflow">if</span> ( <a class="code" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5">checkResults</a>(block) )</div><div class="line">{</div><div class="line"> fire appropriate callbacks</div><div class="line"> swap buffers</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span></div><div class="line">}</div><div class="line"><span class="keywordflow">else</span></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span></div></div><!-- fragment --><dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">block</td><td>When set to true will block until results are available. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">errorState</td><td>Used to retrieve hardware error codes. A non zero value indicates an error. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if the results have been fetched.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> <a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5" title="This checks to see if the simulation run has completed. ">checkResults()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a9e70b9f9ac942c0b90b2b78d45b99708">&#9670;&nbsp;</a></span>fetchResultsFinish()</h2>
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<td class="memname">virtual void PxScene::fetchResultsFinish </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *&#160;</td>
<td class="paramname"><em>errorState</em> = <code>0</code></td><td>)</td>
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<p>This call performs the second section of fetchResults: the buffer swap and subsequent callbacks.</p>
<p>It must be called after <a class="el" href="classPxScene.html#ae5515efb07a300166c0d47adce6acd6f">fetchResultsStart()</a> returns and contact reports have been processed.</p>
<p>Note that once <a class="el" href="classPxScene.html#a9e70b9f9ac942c0b90b2b78d45b99708">fetchResultsFinish()</a> has been called, the contact streams returned in <a class="el" href="classPxScene.html#ae5515efb07a300166c0d47adce6acd6f">fetchResultsStart()</a> will be invalid.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[out]</td><td class="paramname">errorState</td><td>Used to retrieve hardware error codes. A non zero value indicates an error.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> <a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5" title="This checks to see if the simulation run has completed. ">checkResults()</a> <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> <a class="el" href="classPxScene.html#ae5515efb07a300166c0d47adce6acd6f">fetchResultsStart()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ae5515efb07a300166c0d47adce6acd6f">&#9670;&nbsp;</a></span>fetchResultsStart()</h2>
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<td class="memname">virtual bool PxScene::fetchResultsStart </td>
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<td class="paramtype">const <a class="el" href="structPxContactPairHeader.html">PxContactPairHeader</a> *&amp;&#160;</td>
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<td class="paramname"><em>nbContactPairs</em>, </td>
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<p>This call performs the first section of fetchResults (callbacks fired before swapBuffers), and returns a pointer to a to the contact streams output by the simulation. It can be used to process contact pairs in parallel, which is often a limiting factor for <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> performance.</p>
<p>After calling this function and processing the contact streams, call <a class="el" href="classPxScene.html#a9e70b9f9ac942c0b90b2b78d45b99708">fetchResultsFinish()</a>. Note that writes to the simulation are not permitted between the start of <a class="el" href="classPxScene.html#ae5515efb07a300166c0d47adce6acd6f">fetchResultsStart()</a> and the end of <a class="el" href="classPxScene.html#a9e70b9f9ac942c0b90b2b78d45b99708">fetchResultsFinish()</a>.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">block</td><td>When set to true will block until results are available. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">contactPairs</td><td>an array of pointers to contact pair headers </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">nbContactPairs</td><td>the number of contact pairs </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if the results have been fetched.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> <a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5" title="This checks to see if the simulation run has completed. ">checkResults()</a> <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> <a class="el" href="classPxScene.html#a9e70b9f9ac942c0b90b2b78d45b99708">fetchResultsFinish()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ab5b6fb6168a5fb8aa34299cbe73747ed">&#9670;&nbsp;</a></span>flushQueryUpdates()</h2>
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<td class="memname">virtual void PxScene::flushQueryUpdates </td>
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<p>Flushes any changes to the scene query representation. </p>
<p>This method updates the state of the scene query representation to match changes in the scene state.</p>
<p>By default, these changes are buffered until the next query is submitted. Calling this function will not change the results from scene queries, but can be used to ensure that a query will not perform update work in the course of its execution.</p>
<p>A thread performing updates will hold a write lock on the query structure, and thus stall other querying threads. In multithread scenarios it can be useful to explicitly schedule the period where this lock may be held for a significant period, so that subsequent queries issued from multiple threads will not block. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ab557fc677e9549c71d36979dfd3ec8c5">&#9670;&nbsp;</a></span>flushSimulation()</h2>
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<td class="memname">virtual void PxScene::flushSimulation </td>
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<p>Clear internal buffers and free memory. </p>
<p>This method can be used to clear buffers and free internal memory without having to destroy the scene. Can be useful if the physics data gets streamed in and a checkpoint with a clean state should be created.</p>
<dl class="section note"><dt>Note</dt><dd>It is not allowed to call this method while the simulation is running. The call will fail.</dd></dl>
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<tr><td class="paramdir">[in]</td><td class="paramname">sendPendingReports</td><td>When set to true pending reports will be sent out before the buffers get cleaned up (for instance lost touch contact/trigger reports due to deleted objects). </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a03b103772b8c06f2bf5c8192f1cb3f70">&#9670;&nbsp;</a></span>forceDynamicTreeRebuild()</h2>
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<td class="memname">virtual void PxScene::forceDynamicTreeRebuild </td>
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<p>Forces dynamic trees to be immediately rebuilt. </p>
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<tr><td class="paramdir">[in]</td><td class="paramname">rebuildStaticStructure</td><td>True to rebuild the dynamic tree containing static objects </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">rebuildDynamicStructure</td><td>True to rebuild the dynamic tree containing dynamic objects</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#ac3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning structure...">PxSceneDesc.dynamicTreeRebuildRateHint</a> <a class="el" href="classPxScene.html#abf2322887ca4db2fdea0229a44e2892c" title="Sets the rebuild rate of the dynamic tree pruning structures. ">setDynamicTreeRebuildRateHint()</a> <a class="el" href="classPxScene.html#ae220420fdd08f0dabee8b30f5ef2de68" title="Retrieves the rebuild rate of the dynamic tree pruning structures. ">getDynamicTreeRebuildRateHint()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#adc4fb967ae9d0ebd0bbe617b3b987312">&#9670;&nbsp;</a></span>getActiveActors()</h2>
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<td class="memname">virtual <a class="el" href="classPxActor.html">PxActor</a>** PxScene::getActiveActors </td>
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<p>Queries the <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> for a list of the PxActors whose transforms have been updated during the previous simulation step. </p>
<dl class="section note"><dt>Note</dt><dd><a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53ab864a8d54af8c7baaedba117977a523f" title="Enable Active Actors Notification. ">PxSceneFlag::eENABLE_ACTIVE_ACTORS</a> must be set.</dd>
<dd>
Do not use this method while the simulation is running. Calls to this method while the simulation is running will be ignored and NULL will be returned.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[out]</td><td class="paramname">nbActorsOut</td><td>The number of actors returned.</td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>A pointer to the list of active PxActors generated during the last call to <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ae2ad69311278772a479950d0c73f0b75">&#9670;&nbsp;</a></span>getActors()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getActors </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__physics.html#gae76639de8e4ab9d5e155f72b394812d2">PxActorTypeFlags</a>&#160;</td>
<td class="paramname"><em>types</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> **&#160;</td>
<td class="paramname"><em>userBuffer</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>bufferSize</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>startIndex</em> = <code>0</code>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td> const</td>
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<p>Retrieve an array of all the actors of certain types in the scene. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">types</td><td>Combination of actor types to retrieve. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive actor pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first actor pointer to be retrieved </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Number of actors written to the buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#af44b7f47e3d9332a2fcade3e3f766a5d" title="Retrieve the number of actors of certain types in the scene. ">getNbActors()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#af25335de0c6012d9a5d7e78c8272824e">&#9670;&nbsp;</a></span>getAggregates()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getAggregates </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxAggregate.html">PxAggregate</a> **&#160;</td>
<td class="paramname"><em>userBuffer</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>bufferSize</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>startIndex</em> = <code>0</code>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td> const</td>
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<p>Retrieve all the aggregates in the scene. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive aggregates pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first aggregate pointer to be retrieved </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Number of aggregates written to the buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#aa95c08ef234a55388b297ec657487b69" title="Returns the number of aggregates in the scene. ">getNbAggregates()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a775116b0714ee0884b5f2389e05947f6">&#9670;&nbsp;</a></span>getArticulations()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getArticulations </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxArticulationBase.html">PxArticulationBase</a> **&#160;</td>
<td class="paramname"><em>userBuffer</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>bufferSize</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>startIndex</em> = <code>0</code>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td> const</td>
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<p>Retrieve all the articulations in the scene. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive articulations pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first articulations pointer to be retrieved </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Number of articulations written to the buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#ab09a3fad6a720283c0a95fe7f76973e4" title="Returns the number of articulations in the scene. ">getNbArticulations()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a36f1319b6695b33823529924f389ca3e">&#9670;&nbsp;</a></span>getBounceThresholdVelocity()</h2>
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<td class="memname">virtual PxReal PxScene::getBounceThresholdVelocity </td>
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<td class="paramname"></td><td>)</td>
<td> const</td>
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<p>Return the bounce threshold velocity. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#abc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for simulation...">PxSceneDesc.bounceThresholdVelocity</a>, <a class="el" href="classPxScene.html#a1e102ec1b29dea3b588b7507561e656e" title="Set the bounce threshold velocity. Collision speeds below this threshold will not cause a bounce...">setBounceThresholdVelocity</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a4c3269f14110636d8e2beee333bfdd71">&#9670;&nbsp;</a></span>getBroadPhaseCallback()</h2>
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<td class="memname">virtual <a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a>* PxScene::getBroadPhaseCallback </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td> const</td>
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<p>Retrieves the <a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a> pointer set with <a class="el" href="classPxScene.html#a353da44d631c07cacd2f8d85f08cbc09" title="Sets a broad-phase user callback object. ">setBroadPhaseCallback()</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>The current broad-phase callback pointer. See <a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a> <a class="el" href="classPxScene.html#a353da44d631c07cacd2f8d85f08cbc09" title="Sets a broad-phase user callback object. ">setBroadPhaseCallback()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a670748d0b132b7360d76188c2b5262c9">&#9670;&nbsp;</a></span>getBroadPhaseCaps()</h2>
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<td class="memname">virtual bool PxScene::getBroadPhaseCaps </td>
<td>(</td>
<td class="paramtype"><a class="el" href="structPxBroadPhaseCaps.html">PxBroadPhaseCaps</a> &amp;&#160;</td>
<td class="paramname"><em>caps</em></td><td>)</td>
<td> const</td>
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<p>Gets broad-phase caps. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">caps</td><td>Broad-phase caps </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>True if success </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a78c78c1d47c7a3ab9ee234032c438d36">&#9670;&nbsp;</a></span>getBroadPhaseRegions()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getBroadPhaseRegions </td>
<td>(</td>
<td class="paramtype"><a class="el" href="structPxBroadPhaseRegionInfo.html">PxBroadPhaseRegionInfo</a> *&#160;</td>
<td class="paramname"><em>userBuffer</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>bufferSize</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>startIndex</em> = <code>0</code>&#160;</td>
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<td></td>
<td>)</td>
<td></td><td> const</td>
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<p>Gets broad-phase regions. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>Returned broad-phase regions </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of userBuffer </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first desired region, in [0 ; getNbRegions()[ </td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Number of written out regions </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a5ac224256bfbe7380ea3dad4dc6dac06">&#9670;&nbsp;</a></span>getBroadPhaseType()</h2>
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<td class="memname">virtual <a class="el" href="structPxBroadPhaseType.html#ac7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a> PxScene::getBroadPhaseType </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td> const</td>
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<p>Returns broad-phase type. </p>
<dl class="section return"><dt>Returns</dt><dd>Broad-phase type </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a952ff4e7b46ff4d3396195e65cd494e6">&#9670;&nbsp;</a></span>getCCDContactModifyCallback()</h2>
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<td class="memname">virtual <a class="el" href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a>* PxScene::getCCDContactModifyCallback </td>
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<td class="paramname"></td><td>)</td>
<td> const</td>
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<p>Retrieves the <a class="el" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints. ">PxCCDContactModifyCallback</a> pointer set with <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>The current user contact modify callback pointer. See <a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ab0033036e31f91c68d520185ef6c1703">&#9670;&nbsp;</a></span>getCCDMaxPasses()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getCCDMaxPasses </td>
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<p>Gets the maximum number of CCD passes. </p>
<dl class="section return"><dt>Returns</dt><dd>The maximum number of CCD passes.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a65aa4ceefbbd6aebd75ea879d7c385f9" title="Maximum number of CCD passes. ">PxSceneDesc::ccdMaxPasses</a> <a class="el" href="classPxScene.html#aed46505d6eac63a508c7a2d7e39cd5fb" title="Sets the maximum number of CCD passes. ">setCCDMaxPasses()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1e9919abdfb23495a84f47c5157a67b1">&#9670;&nbsp;</a></span>getConstraints()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getConstraints </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxConstraint.html">PxConstraint</a> **&#160;</td>
<td class="paramname"><em>userBuffer</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>bufferSize</em>, </td>
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<td></td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>startIndex</em> = <code>0</code>&#160;</td>
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<p>Retrieve all the constraint shaders in the scene. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to receive constraint shader pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first constraint pointer to be retrieved </td></tr>
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</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Number of constraint shaders written to the buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a7ee023de370ac90a7d4c204d916d3080" title="Returns the number of constraint shaders in the scene. ">getNbConstraints()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1978693b355df49712d7e59c10c4115d">&#9670;&nbsp;</a></span>getContactModifyCallback()</h2>
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<td class="memname">virtual <a class="el" href="classPxContactModifyCallback.html">PxContactModifyCallback</a>* PxScene::getContactModifyCallback </td>
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<td> const</td>
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<p>Retrieves the <a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> pointer set with <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>The current user contact modify callback pointer. See <a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">setContactModifyCallback()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ac7b1dccad5d20304653f21c91b09258a">&#9670;&nbsp;</a></span>getContactReportStreamBufferSize()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getContactReportStreamBufferSize </td>
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<p>Return the value of <a class="el" href="classPxSceneDesc.html#a02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes). ">PxSceneDesc::contactReportStreamBufferSize</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a02d696140e9828477c8aa493a048f48a" title="Size of the contact report stream (in bytes). ">PxSceneDesc::contactReportStreamBufferSize</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6329c94cc092aff2193c1307e033f6bf">&#9670;&nbsp;</a></span>getCpuDispatcher()</h2>
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<td class="memname">virtual PxCpuDispatcher* PxScene::getCpuDispatcher </td>
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<p>Return the cpu dispatcher that was set in <a class="el" href="classPxSceneDesc.html#ac74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene. ">PxSceneDesc::cpuDispatcher</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#ac74f5f6c12d72b873716f82c2225b725" title="The CPU task dispatcher for the scene. ">PxSceneDesc::cpuDispatcher</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ac74778bafc058fbd4e8abd8006c323e8">&#9670;&nbsp;</a></span>getCudaContextManager()</h2>
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<td class="memname">virtual PxCudaContextManager* PxScene::getCudaContextManager </td>
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<p>Return the CUDA context manager that was set in <a class="el" href="classPxSceneDesc.html#ad55a6e9d290779839659bb2763db2e2a" title="The CUDA context manager for the scene. ">PxSceneDesc::cudaContextManager</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<p><b>Platform specific:</b> Applies to PC GPU only.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#ad55a6e9d290779839659bb2763db2e2a" title="The CUDA context manager for the scene. ">PxSceneDesc::cudaContextManager</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a951ada59fff16e5c860ccdd5f6d5a1f3">&#9670;&nbsp;</a></span>getDominanceGroupPair()</h2>
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<td class="memname">virtual <a class="el" href="structPxDominanceGroupPair.html">PxDominanceGroupPair</a> PxScene::getDominanceGroupPair </td>
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<p>Samples the dominance matrix. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#ab6d9e986e6af967d2bd60a63a0b550c4" title="Specifies the dominance behavior of contacts between two actors with two certain dominance groups...">setDominanceGroupPair()</a> <a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> <a class="el" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three settings are permitt...">PxDominanceGroupPair</a> <a class="el" href="classPxActor.html#a614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier. ">PxActor::setDominanceGroup()</a> <a class="el" href="classPxActor.html#a24602fee489b3e797ff0f82613eef755" title="Retrieves the value set with setDominanceGroup(). ">PxActor::getDominanceGroup()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a0c756c7ad50f94675d3d8ff9ac12289b">&#9670;&nbsp;</a></span>getDynamicStructure()</h2>
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<td class="memname">virtual <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> PxScene::getDynamicStructure </td>
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<p>Return the value of <a class="el" href="classPxSceneDesc.html#a038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects. ">PxSceneDesc::dynamicStructure</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a038ba820b16315ea55c6e12a3cbe2b7f" title="Defines the structure used to store dynamic objects. ">PxSceneDesc::dynamicStructure</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ae220420fdd08f0dabee8b30f5ef2de68">&#9670;&nbsp;</a></span>getDynamicTreeRebuildRateHint()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getDynamicTreeRebuildRateHint </td>
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<p>Retrieves the rebuild rate of the dynamic tree pruning structures. </p>
<dl class="section return"><dt>Returns</dt><dd>The rebuild rate of the dynamic tree pruning structures.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#ac3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning structure...">PxSceneDesc.dynamicTreeRebuildRateHint</a> <a class="el" href="classPxScene.html#abf2322887ca4db2fdea0229a44e2892c" title="Sets the rebuild rate of the dynamic tree pruning structures. ">setDynamicTreeRebuildRateHint()</a> <a class="el" href="classPxScene.html#a03b103772b8c06f2bf5c8192f1cb3f70" title="Forces dynamic trees to be immediately rebuilt. ">forceDynamicTreeRebuild()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a2b4c17b1a16df239e5d6a2e0e6f8b633">&#9670;&nbsp;</a></span>getFilterCallback()</h2>
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<td class="memname">virtual <a class="el" href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a>* PxScene::getFilterCallback </td>
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<p>Gets the custom collision filter callback in use for this scene. </p>
<dl class="section return"><dt>Returns</dt><dd>Filter callback class that defines the collision pair filtering.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#af7b94475075eb9b43ca32650cd169cc1" title="A custom collision filter callback which can be used to implement more complex filtering operations w...">PxSceneDesc.filterCallback</a> <a class="el" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs. ">PxSimulationFilterCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa3f57314433de21448966c1d9004d71a">&#9670;&nbsp;</a></span>getFilterShader()</h2>
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<td class="memname">virtual <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33">PxSimulationFilterShader</a> PxScene::getFilterShader </td>
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<p>Gets the custom collision filter shader in use for this scene. </p>
<dl class="section return"><dt>Returns</dt><dd>Filter shader class that defines the collision pair filtering.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a9410287c6ea926dad9e2b2374541ad38" title="The custom filter shader to use for collision filtering. ">PxSceneDesc.filterShader</a> <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a5d004fdc88ed31447aa57ee4f98c14ea">&#9670;&nbsp;</a></span>getFilterShaderData()</h2>
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<td class="memname">virtual const void* PxScene::getFilterShaderData </td>
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<p>Gets the shared global filter data in use for this scene. </p>
<dl class="section note"><dt>Note</dt><dd>The reference points to a copy of the original filter data specified in <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a> or provided by <a class="el" href="classPxScene.html#a5ab05d2a2c908d98aed4ca642c5f394d" title="Sets the shared global filter data which will get passed into the filter shader. ">setFilterShaderData()</a>.</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>Shared filter data for filter shader.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#ace291f68b365a4f1aaa291ba940eff9a" title="Gets the size of the shared global filter data (PxSceneDesc.filterShaderData) ">getFilterShaderDataSize()</a> <a class="el" href="classPxScene.html#a5ab05d2a2c908d98aed4ca642c5f394d" title="Sets the shared global filter data which will get passed into the filter shader. ">setFilterShaderData()</a> <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a> <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ace291f68b365a4f1aaa291ba940eff9a">&#9670;&nbsp;</a></span>getFilterShaderDataSize()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getFilterShaderDataSize </td>
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<p>Gets the size of the shared global filter data (<a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a>) </p>
<dl class="section return"><dt>Returns</dt><dd>Size of shared filter data [bytes].</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a5d004fdc88ed31447aa57ee4f98c14ea" title="Gets the shared global filter data in use for this scene. ">getFilterShaderData()</a> <a class="el" href="classPxSceneDesc.html#a710c03915bbaaa9bdf23925d535c3883" title="Size (in bytes) of the shared global filter data filterShaderData. ">PxSceneDesc.filterShaderDataSize</a> <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a0acbc97457d54775b6402f3790c3513b">&#9670;&nbsp;</a></span>getFlags()</h2>
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<td class="memname">virtual <a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a> PxScene::getFlags </td>
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<p>Get the scene flags. </p>
<dl class="section return"><dt>Returns</dt><dd>The scene flags. See <a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a></dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ac02554e87f89db490aca6803056db522">&#9670;&nbsp;</a></span>getFrictionOffsetThreshold()</h2>
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<td class="memname">virtual PxReal PxScene::getFrictionOffsetThreshold </td>
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<p>Return the value of frictionOffsetThreshold that was set in <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#af707e0c97624aaf6fa9ab2e82aadbecf" title="A threshold of contact separation distance used to decide if a contact point will experience friction...">PxSceneDesc::frictionOffsetThreshold</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aaca4a2838bc3bf7ffece380c8c7f0f4e">&#9670;&nbsp;</a></span>getFrictionType()</h2>
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<td class="memname">virtual <a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a> PxScene::getFrictionType </td>
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<p>Return the friction model. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation. ">PxFrictionType</a>, <a class="el" href="classPxSceneDesc.html#ab1f18b0666adb645d92fc2f53373b1e9" title="Selects the friction algorithm to use for simulation. ">PxSceneDesc::frictionType</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6fe48dbf9144be415d63f1d2f3ce0b16">&#9670;&nbsp;</a></span>getGravity()</h2>
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<td class="memname">virtual <a class="el" href="classPxVec3.html">PxVec3</a> PxScene::getGravity </td>
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<p>Retrieves the current gravity setting. </p>
<dl class="section return"><dt>Returns</dt><dd>The current gravity for the scene.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a575ed34c73adbd61892d728a688479f3" title="Sets a constant gravity for the entire scene. ">setGravity()</a> <a class="el" href="classPxSceneDesc.html#a9b0de35c38c43b8aeff6e6f29bf0db20" title="Gravity vector. ">PxSceneDesc.gravity</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ad33763d5f9ee70bf79608d07594ead11">&#9670;&nbsp;</a></span>getKinematicKinematicFilteringMode()</h2>
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<td class="memname">virtual <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> PxScene::getKinematicKinematicFilteringMode </td>
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<p>Gets the pair filtering mode for kinematic-kinematic pairs. </p>
<dl class="section return"><dt>Returns</dt><dd>Filtering mode for kinematic-kinematic pairs.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a76d9b31b013e4d666e3b5fdea3448887">&#9670;&nbsp;</a></span>getLimits()</h2>
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<td class="memname">virtual <a class="el" href="classPxSceneLimits.html">PxSceneLimits</a> PxScene::getLimits </td>
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<p>Get current scene limits. </p>
<dl class="section return"><dt>Returns</dt><dd>Current scene limits. </dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hi...">PxSceneLimits</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa3c625507d5cfaf0f1cb9d26f66be329">&#9670;&nbsp;</a></span>getMaxNbContactDataBlocksUsed()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getMaxNbContactDataBlocksUsed </td>
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<p>get the maximum number of cache blocks used by the scene </p>
<p>This function may not be called while the scene is simulating</p>
<dl class="section return"><dt>Returns</dt><dd>the maximum number of cache blocks everused by the scene</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store contact...">PxSceneDesc.nbContactDataBlocks</a> <a class="el" href="classPxSceneDesc.html#a8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store contact...">PxSceneDesc.maxNbContactDataBlocks</a> <a class="el" href="classPxScene.html#ab557fc677e9549c71d36979dfd3ec8c5" title="Clear internal buffers and free memory. ">flushSimulation()</a> <a class="el" href="classPxScene.html#a148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate(). ">setNbContactDataBlocks()</a> <a class="el" href="classPxScene.html#ab6224a915d459fb6a1c0899a080f5697" title="get the number of cache blocks currently used by the scene ">getNbContactDataBlocksUsed()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#af44b7f47e3d9332a2fcade3e3f766a5d">&#9670;&nbsp;</a></span>getNbActors()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getNbActors </td>
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<p>Retrieve the number of actors of certain types in the scene. </p>
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<dl class="section return"><dt>Returns</dt><dd>the number of actors.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#ae2ad69311278772a479950d0c73f0b75" title="Retrieve an array of all the actors of certain types in the scene. ">getActors()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa95c08ef234a55388b297ec657487b69">&#9670;&nbsp;</a></span>getNbAggregates()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getNbAggregates </td>
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<p>Returns the number of aggregates in the scene. </p>
<dl class="section return"><dt>Returns</dt><dd>the number of aggregates in this scene.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#af25335de0c6012d9a5d7e78c8272824e" title="Retrieve all the aggregates in the scene. ">getAggregates()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ab09a3fad6a720283c0a95fe7f76973e4">&#9670;&nbsp;</a></span>getNbArticulations()</h2>
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<p>Returns the number of articulations in the scene. </p>
<dl class="section return"><dt>Returns</dt><dd>the number of articulations in this scene.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a775116b0714ee0884b5f2389e05947f6" title="Retrieve all the articulations in the scene. ">getArticulations()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa531bcd0f349fee87c0c6447869a24cc">&#9670;&nbsp;</a></span>getNbBroadPhaseRegions()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getNbBroadPhaseRegions </td>
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<p>Returns number of regions currently registered in the broad-phase. </p>
<dl class="section return"><dt>Returns</dt><dd>Number of regions </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a7ee023de370ac90a7d4c204d916d3080">&#9670;&nbsp;</a></span>getNbConstraints()</h2>
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<p>Returns the number of constraint shaders in the scene. </p>
<dl class="section return"><dt>Returns</dt><dd>the number of constraint shaders in this scene.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a1e9919abdfb23495a84f47c5157a67b1" title="Retrieve all the constraint shaders in the scene. ">getConstraints()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ab6224a915d459fb6a1c0899a080f5697">&#9670;&nbsp;</a></span>getNbContactDataBlocksUsed()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getNbContactDataBlocksUsed </td>
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<p>get the number of cache blocks currently used by the scene </p>
<p>This function may not be called while the scene is simulating</p>
<dl class="section return"><dt>Returns</dt><dd>the number of cache blocks currently used by the scene</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store contact...">PxSceneDesc.nbContactDataBlocks</a> <a class="el" href="classPxSceneDesc.html#a8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store contact...">PxSceneDesc.maxNbContactDataBlocks</a> <a class="el" href="classPxScene.html#ab557fc677e9549c71d36979dfd3ec8c5" title="Clear internal buffers and free memory. ">flushSimulation()</a> <a class="el" href="classPxScene.html#a148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate(). ">setNbContactDataBlocks()</a> <a class="el" href="classPxScene.html#aa3c625507d5cfaf0f1cb9d26f66be329" title="get the maximum number of cache blocks used by the scene ">getMaxNbContactDataBlocksUsed()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa77b43c78a62a0c771e5e6404fc55ffe">&#9670;&nbsp;</a></span>getPhysics()</h2>
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<td class="memname">virtual <a class="el" href="classPxPhysics.html">PxPhysics</a>&amp; PxScene::getPhysics </td>
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<p>Call this method to retrieve the Physics SDK. </p>
<dl class="section return"><dt>Returns</dt><dd>The physics SDK this scene is associated with.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a35f231796a325fcf587e681831c5fcb5">&#9670;&nbsp;</a></span>getRenderBuffer()</h2>
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<td class="memname">virtual const <a class="el" href="classPxRenderBuffer.html">PxRenderBuffer</a>&amp; PxScene::getRenderBuffer </td>
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<p>Retrieves the render buffer. </p>
<p>This will contain the results of any active visualization for this scene.</p>
<dl class="section note"><dt>Note</dt><dd>Do not use this method while the simulation is running. Calls to this method while result in undefined behaviour.</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>The render buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer. ">PxRenderBuffer</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aac4ee13053cdb7f50ca6c065077c9ee3">&#9670;&nbsp;</a></span>getScenePvdClient()</h2>
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<td class="memname">virtual <a class="el" href="classPxPvdSceneClient.html">PxPvdSceneClient</a>* PxScene::getScenePvdClient </td>
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<p>Returns the Pvd client associated with the scene. </p>
<dl class="section return"><dt>Returns</dt><dd>the client, NULL if no PVD supported. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a32850ee34d1736811c1e93e25c689a68">&#9670;&nbsp;</a></span>getSceneQueryStaticTimestamp()</h2>
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<p>Retrieves the scene's internal scene query timestamp, increased each time a change to the static scene query structure is performed. </p>
<dl class="section return"><dt>Returns</dt><dd>scene query static timestamp </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1fd7e1e617aa9359b56e91e060ad9f90">&#9670;&nbsp;</a></span>getSceneQueryUpdateMode()</h2>
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<td class="memname">virtual <a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> PxScene::getSceneQueryUpdateMode </td>
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<p>Gets scene query update mode. </p>
<dl class="section return"><dt>Returns</dt><dd>Current scene query update mode.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a8951e43f8e23c320c1c90dd552135171">&#9670;&nbsp;</a></span>getSimulationEventCallback()</h2>
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<td class="memname">virtual <a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a>* PxScene::getSimulationEventCallback </td>
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<p>Retrieves the simulationEventCallback pointer set with <a class="el" href="classPxScene.html#a0cfa2d3835ea936ecd6ff94fbcefd689" title="Sets a user notify object which receives special simulation events when they occur. ">setSimulationEventCallback()</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>The current user notify pointer. See <a class="el" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events. ">PxSimulationEventCallback</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events. ">PxSimulationEventCallback</a> <a class="el" href="classPxScene.html#a0cfa2d3835ea936ecd6ff94fbcefd689" title="Sets a user notify object which receives special simulation events when they occur. ">setSimulationEventCallback()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a7abb1e1354ae3258b91fc097e9d682b8">&#9670;&nbsp;</a></span>getSimulationStatistics()</h2>
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<td class="memname">virtual void PxScene::getSimulationStatistics </td>
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<p>Call this method to retrieve statistics for the current simulation step. </p>
<dl class="section note"><dt>Note</dt><dd>Do not use this method while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[out]</td><td class="paramname">stats</td><td>Used to retrieve statistics for the current simulation step.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationStatistics.html" title="Class used to retrieve statistics for a simulation step. ">PxSimulationStatistics</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#af11e6f5eedaa53bb4a1e3420e1c2c531">&#9670;&nbsp;</a></span>getSolverArticulationBatchSize()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getSolverArticulationBatchSize </td>
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<p>Retrieves the number of articulations required to spawn a separate rigid body solver thread. </p>
<dl class="section return"><dt>Returns</dt><dd>Current number of articulations required to spawn a separate rigid body solver thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island task chain...">PxSceneDesc.solverBatchSize</a> <a class="el" href="classPxScene.html#a0db918a532ef4d36474bf3f46cfad5a8" title="Sets the number of articulations required to spawn a separate rigid body solver thread. ">setSolverArticulationBatchSize()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#add966317a1feb083e273fd8c12f454b5">&#9670;&nbsp;</a></span>getSolverBatchSize()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getSolverBatchSize </td>
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<td class="paramname"></td><td>)</td>
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<p>Retrieves the number of actors required to spawn a separate rigid body solver thread. </p>
<dl class="section return"><dt>Returns</dt><dd>Current number of actors required to spawn a separate rigid body solver thread.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island task chain...">PxSceneDesc.solverBatchSize</a> <a class="el" href="classPxScene.html#aad9cc8bf329f4de4b407436f5cd38c98" title="Sets the number of actors required to spawn a separate rigid body solver thread. ">setSolverBatchSize()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a9fd01bd95bb91adf32f2020a51230cb6">&#9670;&nbsp;</a></span>getStaticKinematicFilteringMode()</h2>
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<td class="memname">virtual <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a> PxScene::getStaticKinematicFilteringMode </td>
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<p>Gets the pair filtering mode for static-kinematic pairs. </p>
<dl class="section return"><dt>Returns</dt><dd>Filtering mode for static-kinematic pairs.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ad285bee8674cc03378588a32c4f85dda">&#9670;&nbsp;</a></span>getStaticStructure()</h2>
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<td class="memname">virtual <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> PxScene::getStaticStructure </td>
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<td class="paramname"></td><td>)</td>
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<p>Return the value of <a class="el" href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects. ">PxSceneDesc::staticStructure</a> that was set when creating the scene with <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a>. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7" title="Defines the structure used to store static objects. ">PxSceneDesc::staticStructure</a>, <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#abe1495d04a1852030c0dec380999525a">&#9670;&nbsp;</a></span>getTaskManager()</h2>
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<td class="memname">virtual PxTaskManager* PxScene::getTaskManager </td>
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<p>Get the task manager associated with this scene. </p>
<dl class="section return"><dt>Returns</dt><dd>the task manager associated with the scene </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6003ed1a202d434ef64439741e3f2de2">&#9670;&nbsp;</a></span>getTimestamp()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxScene::getTimestamp </td>
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<td class="paramname"></td><td>)</td>
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<p>Retrieves the scene's internal timestamp, increased each time a simulation step is completed. </p>
<dl class="section return"><dt>Returns</dt><dd>scene timestamp </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aaab5854538e05abbe83c485e9d3ec082">&#9670;&nbsp;</a></span>getVisualizationCullingBox()</h2>
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<td class="memname">virtual <a class="el" href="classPxBounds3.html">PxBounds3</a> PxScene::getVisualizationCullingBox </td>
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<p>Retrieves the visualization culling box. </p>
<dl class="section return"><dt>Returns</dt><dd>the box to which the geometry will be culled. </dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a4055d302466a1f5cd9d481028b66b20a" title="Function that lets you set debug visualization parameters. ">setVisualizationParameter</a> <a class="el" href="classPxScene.html#ab562ba2df953188a7e2b99f7ddcda5dc" title="Defines a box in world space to which visualization geometry will be (conservatively) culled...">setVisualizationCullingBox</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a7c036458140a45b23facb9cf2a9cdb84">&#9670;&nbsp;</a></span>getVisualizationParameter()</h2>
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<td class="memname">virtual PxReal PxScene::getVisualizationParameter </td>
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<td class="paramtype"><a class="el" href="structPxVisualizationParameter.html#adce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a>&#160;</td>
<td class="paramname"><em>paramEnum</em></td><td>)</td>
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<p>Function that lets you query debug visualization parameters. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">paramEnum</td><td>The Parameter to retrieve. </td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>The value of the parameter.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a4055d302466a1f5cd9d481028b66b20a" title="Function that lets you set debug visualization parameters. ">setVisualizationParameter</a> <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a287734b244b7ff6e40496e65d166ae95">&#9670;&nbsp;</a></span>getWakeCounterResetValue()</h2>
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<td class="memname">virtual PxReal PxScene::getWakeCounterResetValue </td>
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<p>Returns the wake counter reset value. </p>
<dl class="section return"><dt>Returns</dt><dd>Wake counter reset value</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value. ">PxSceneDesc.wakeCounterResetValue</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a088a9978be5b160b79665d4fb471ec81">&#9670;&nbsp;</a></span>lockRead()</h2>
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<td class="memname">virtual void PxScene::lockRead </td>
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<td class="paramtype">const char *&#160;</td>
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<td></td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>line</em> = <code>0</code>&#160;</td>
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<p>Lock the scene for reading from the calling thread. </p>
<p>When the <a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53a97a4bafb1db3bba4b8ff373e16d67c5b" title="Require scene-level locking. ">PxSceneFlag::eREQUIRE_RW_LOCK</a> flag is enabled <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> must be called before any read calls are made on the scene.</p>
<p>Multiple threads may read at the same time, no threads may read while a thread is writing. If a call to <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> is made while another thread is holding a write lock then the calling thread will be blocked until the writing thread calls <a class="el" href="classPxScene.html#af2fa25d740641e78ae934c0488f17a4d" title="Unlock the scene from writing. ">unlockWrite()</a>.</p>
<dl class="section note"><dt>Note</dt><dd>Lock upgrading is *not* supported, that means it is an error to call <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> followed by <a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918" title="Lock the scene for writing from this thread. ">lockWrite()</a>.</dd>
<dd>
Recursive locking is supported but each <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> call must be paired with an <a class="el" href="classPxScene.html#aca7f8e7bc71ad39645b787bc41ab8c13" title="Unlock the scene from reading. ">unlockRead()</a>.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">file</td><td>String representing the calling file, for debug purposes </td></tr>
<tr><td class="paramname">line</td><td>The source file line number, for debug purposes </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a89d45878685fa31bb2684c096d2c6918">&#9670;&nbsp;</a></span>lockWrite()</h2>
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<td class="memname">virtual void PxScene::lockWrite </td>
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<td class="paramtype">const char *&#160;</td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
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<p>Lock the scene for writing from this thread. </p>
<p>When the <a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53a97a4bafb1db3bba4b8ff373e16d67c5b" title="Require scene-level locking. ">PxSceneFlag::eREQUIRE_RW_LOCK</a> flag is enabled <a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918" title="Lock the scene for writing from this thread. ">lockWrite()</a> must be called before any write calls are made on the scene.</p>
<p>Only one thread may write at a time and no threads may read while a thread is writing. If a call to <a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918" title="Lock the scene for writing from this thread. ">lockWrite()</a> is made and there are other threads reading then the calling thread will be blocked until the readers complete.</p>
<p>Writers have priority. If a thread is blocked waiting to write then subsequent calls to <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> from other threads will be blocked until the writer completes.</p>
<dl class="section note"><dt>Note</dt><dd>If multiple threads are waiting to write then the thread that is first granted access depends on OS scheduling.</dd>
<dd>
Recursive locking is supported but each <a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918" title="Lock the scene for writing from this thread. ">lockWrite()</a> call must be paired with an <a class="el" href="classPxScene.html#af2fa25d740641e78ae934c0488f17a4d" title="Unlock the scene from writing. ">unlockWrite()</a>.</dd>
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If a thread has already locked the scene for writing then it may call <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a>.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">file</td><td>String representing the calling file, for debug purposes </td></tr>
<tr><td class="paramname">line</td><td>The source file line number, for debug purposes </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a31d09c0e967f9806a1f0d5df78dfc996">&#9670;&nbsp;</a></span>overlap()</h2>
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<td class="memname">virtual bool PxScene::overlap </td>
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<p>Performs an overlap test of a given geometry against objects in the scene, returns results in a PxOverlapBuffer object or via a custom user callback implementation inheriting from PxOverlapCallback. </p>
<dl class="section note"><dt>Note</dt><dd>Filtering: returning eBLOCK from user filter for overlap queries will cause a warning (see <a class="el" href="structPxQueryHitType.html" title="Classification of scene query hits (intersections). ">PxQueryHitType</a>).</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex). </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>Pose of the object. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">hitCall</td><td>Overlap hit buffer or callback object used to report overlap hits. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data and simple logic. See <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks. ">PxQueryFilterCallback</a> </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterCall</td><td>Custom filtering logic (optional). Only used if the corresponding <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a> flags are set. If NULL, all hits are assumed to overlap.</td></tr>
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</dd>
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<dl class="section return"><dt>Returns</dt><dd>True if any touching or blocking hits were found or any hit was found in case <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa2837a6ac649b29ee72af661b65f4d8ab">PxQueryFlag::eANY_HIT</a> was specified.</dd></dl>
<dl class="section note"><dt>Note</dt><dd>eBLOCK should not be returned from user filters for <a class="el" href="classPxScene.html#a31d09c0e967f9806a1f0d5df78dfc996" title="Performs an overlap test of a given geometry against objects in the scene, returns results in a PxOve...">overlap()</a>. Doing so will result in undefined behavior, and a warning will be issued. </dd>
<dd>
If the <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa98467f45e717fa0f52652f52b0ff9798">PxQueryFlag::eNO_BLOCK</a> flag is set, the eBLOCK will instead be automatically converted to an eTOUCH and the warning suppressed.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#ga9baa3a8cad31bbb8ef666fe01b3afeb7" title="Overlap query callback. ">PxOverlapCallback</a> <a class="el" href="group__scenequery.html#ga54a708942a891f3321c2427d5c160750" title="Overlap query buffer. ">PxOverlapBuffer</a> PxHitFlags <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks. ">PxQueryFilterCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a9f212d5f07851efca3731594eccbccfd">&#9670;&nbsp;</a></span>processCallbacks()</h2>
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<td class="memname">virtual void PxScene::processCallbacks </td>
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<td class="paramtype"><a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *&#160;</td>
<td class="paramname"><em>continuation</em></td><td>)</td>
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<p>This call processes all event callbacks in parallel. It takes a continuation task, which will be executed once all callbacks have been processed.</p>
<p>This is a utility function to make it easier to process callbacks in parallel using the PhysX task system. It can only be used in conjunction with fetchResultsStart(...) and fetchResultsFinish(...)</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">continuation</td><td>The task that will be executed once all callbacks have been processed. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a7d7dcd877cee092f8b57c67d79982b50">&#9670;&nbsp;</a></span>raycast()</h2>
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<td class="memname">virtual bool PxScene::raycast </td>
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<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>origin</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>unitDir</em>, </td>
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<td class="paramtype">const PxReal&#160;</td>
<td class="paramname"><em>distance</em>, </td>
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<td class="paramtype"><a class="el" href="group__scenequery.html#ga4dbe8142d799492bd8e7c5ec70bfac41">PxRaycastCallback</a> &amp;&#160;</td>
<td class="paramname"><em>hitCall</em>, </td>
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<td class="paramtype">PxHitFlags&#160;</td>
<td class="paramname"><em>hitFlags</em> = <code>PxHitFlags(<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>)</code>, </td>
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<td class="paramtype">const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;&#160;</td>
<td class="paramname"><em>filterData</em> = <code><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>()</code>, </td>
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<td class="paramtype"><a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> *&#160;</td>
<td class="paramname"><em>filterCall</em> = <code>NULL</code>, </td>
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<td class="paramtype">const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *&#160;</td>
<td class="paramname"><em>cache</em> = <code>NULL</code>&#160;</td>
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<p>Performs a raycast against objects in the scene, returns results in a PxRaycastBuffer object or via a custom user callback implementation inheriting from PxRaycastCallback. </p>
<dl class="section note"><dt>Note</dt><dd>Touching hits are not ordered. </dd>
<dd>
Shooting a ray from within an object leads to different results depending on the shape type. Please check the details in user guide article SceneQuery. User can ignore such objects by employing one of the provided filter mechanisms.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">origin</td><td>Origin of the ray. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">unitDir</td><td>Normalized direction of the ray. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">distance</td><td>Length of the ray. Has to be in the [0, inf) range. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">hitCall</td><td>Raycast hit buffer or callback object used to report raycast hits. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">hitFlags</td><td>Specifies which properties per hit should be computed and returned via the hit callback. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data passed to the filter shader. See <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a>, <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterCall</td><td>Custom filtering logic (optional). Only used if the corresponding <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a> flags are set. If NULL, all hits are assumed to be blocking. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">cache</td><td>Cached hit shape (optional). Ray is tested against cached shape first. If no hit is found the ray gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.</td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if any touching or blocking hits were found or any hit was found in case <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa2837a6ac649b29ee72af661b65f4d8ab">PxQueryFlag::eANY_HIT</a> was specified.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#ga4dbe8142d799492bd8e7c5ec70bfac41" title="Raycast query callback. ">PxRaycastCallback</a> <a class="el" href="group__scenequery.html#gab21a68ce9e5a18aa742111920b75a84c" title="Raycast query buffer. ">PxRaycastBuffer</a> <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks. ">PxQueryFilterCallback</a> <a class="el" href="structPxQueryCache.html" title="single hit cache for scene queries. ">PxQueryCache</a> <a class="el" href="structPxRaycastHit.html" title="Stores results of raycast queries. ">PxRaycastHit</a> <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a> <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa2837a6ac649b29ee72af661b65f4d8ab">PxQueryFlag::eANY_HIT</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a61f68a8c516aea477cc5328b00c976ed">&#9670;&nbsp;</a></span>release()</h2>
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<td class="memname">virtual void PxScene::release </td>
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<p>Deletes the scene. </p>
<p>Removes any actors and constraint shaders from this scene (if the user hasn't already done so).</p>
<p>Be sure to not keep a reference to this object after calling release. Avoid release calls while the scene is simulating (in between <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> and <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> calls).</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics.createScene()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6ba76326fc73e3c5b0361568caec9267">&#9670;&nbsp;</a></span>removeActor()</h2>
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<td class="memname">virtual void PxScene::removeActor </td>
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<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
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<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>wakeOnLostTouch</em> = <code>true</code>&#160;</td>
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<p>Removes an actor from this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the actor is not part of this scene (see <a class="el" href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3" title="Retrieves the scene which this actor belongs to. ">PxActor::getScene</a>), the call is ignored and an error is issued.</dd>
<dd>
You can not remove individual articulation links (see <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body ">PxArticulationLink</a>) from the scene. Use <a class="el" href="classPxScene.html#a0b247a2c4fc704ef4553a2e2958294fc" title="Removes an articulation from this scene. ">removeArticulation()</a> instead.</dd>
<dd>
If the actor is a <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> then all assigned <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> objects will get removed from the scene automatically.</dd>
<dd>
If the actor is in an aggregate it will be removed from the aggregate.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>Actor to remove from scene. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wakeOnLostTouch</td><td>Specifies whether touching objects from the previous frame should get woken up in the next frame. Only applies to <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> and <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> types.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a>, <a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a58d87bb19d1a3497bb2ca96eee2b2480">&#9670;&nbsp;</a></span>removeActors()</h2>
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<td class="memname">virtual void PxScene::removeActors </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> *const *&#160;</td>
<td class="paramname"><em>actors</em>, </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>nbActors</em>, </td>
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<td class="paramtype">bool&#160;</td>
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<p>Removes actors from this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If some actor is not part of this scene (see <a class="el" href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3" title="Retrieves the scene which this actor belongs to. ">PxActor::getScene</a>), the actor remove is ignored and an error is issued.</dd>
<dd>
You can not remove individual articulation links (see <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body ">PxArticulationLink</a>) from the scene. Use <a class="el" href="classPxScene.html#a0b247a2c4fc704ef4553a2e2958294fc" title="Removes an articulation from this scene. ">removeArticulation()</a> instead.</dd>
<dd>
If the actor is a <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> then all assigned <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> objects will get removed from the scene automatically.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">actors</td><td>Array of actors to add to scene. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">nbActors</td><td>Number of actors in the array. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wakeOnLostTouch</td><td>Specifies whether touching objects from the previous frame should get woken up in the next frame. Only applies to <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> and <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> types.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#abd705ae117336d9d56efcc8717c3f89b">&#9670;&nbsp;</a></span>removeAggregate()</h2>
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<td class="memname">virtual void PxScene::removeAggregate </td>
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<p>Removes an aggregate from this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the aggregate is not part of this scene (see <a class="el" href="classPxAggregate.html#aa70f305e7f2934d99afd74d28b0c0194" title="Retrieves the scene which this aggregate belongs to. ">PxAggregate::getScene</a>), the call is ignored and an error is issued.</dd>
<dd>
If the aggregate contains actors, those actors are removed from the scene as well.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">aggregate</td><td>Aggregate to remove from scene. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wakeOnLostTouch</td><td>Specifies whether touching objects from the previous frame should get woken up in the next frame. Only applies to <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> and <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> types.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a0b247a2c4fc704ef4553a2e2958294fc">&#9670;&nbsp;</a></span>removeArticulation()</h2>
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<td class="memname">virtual void PxScene::removeArticulation </td>
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<td class="paramname"><em>articulation</em>, </td>
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<p>Removes an articulation from this scene. </p>
<dl class="section note"><dt>Note</dt><dd>If the articulation is not part of this scene (see <a class="el" href="classPxArticulationBase.html#af760fbc18ace5571c97b7da64c5fbe7c" title="Retrieves the scene which this articulation belongs to. ">PxArticulation::getScene</a>), the call is ignored and an error is issued.</dd>
<dd>
If the articulation is in an aggregate it will be removed from the aggregate.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">articulation</td><td>Articulation to remove from scene. See <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wakeOnLostTouch</td><td>Specifies whether touching objects from the previous frame should get woken up in the next frame. Only applies to <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> and <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> types.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a>, <a class="el" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry. ">PxAggregate</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a8fff11a9236b623ae6c2e45d00c60232">&#9670;&nbsp;</a></span>removeBroadPhaseRegion()</h2>
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<td class="memname">virtual bool PxScene::removeBroadPhaseRegion </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>handle</em></td><td>)</td>
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<p>Removes a new broad-phase region. </p>
<p>If the region still contains objects, and if those objects do not overlap any region any more, they are not automatically removed from the simulation. Instead, the <a class="el" href="classPxBroadPhaseCallback.html#ab7aa03ff4a741400562bd5787a7aaca0" title="Out-of-bounds notification. ">PxBroadPhaseCallback::onObjectOutOfBounds</a> notification is used for each object. Users are responsible for removing the objects from the simulation if this is the desired behavior.</p>
<p>If the handle is invalid, or if a valid handle is removed twice, an error message is sent to the error stream.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">handle</td><td>Region's handle, as returned by <a class="el" href="classPxScene.html#affbf0f147c773e2b2d58831df610b1a7" title="Adds a new broad-phase region. ">PxScene::addBroadPhaseRegion</a>. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if success </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#af648aa06d19cfec20eeee278719f345c">&#9670;&nbsp;</a></span>resetFiltering() <span class="overload">[1/2]</span></h2>
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<td class="memname">virtual void PxScene::resetFiltering </td>
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<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em></td><td>)</td>
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<p>Marks the object to reset interactions and re-run collision filters in the next simulation step. </p>
<p>This call forces the object to remove all existing collision interactions, to search anew for existing contact pairs and to run the collision filters again for found collision pairs.</p>
<dl class="section note"><dt>Note</dt><dd>The operation is supported for <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> objects only.</dd>
<dd>
All persistent state of existing interactions will be lost and can not be retrieved even if the same collison pair is found again in the next step. This will mean, for example, that you will not get notified about persistent contact for such an interaction (see <a class="el" href="structPxPairFlag.html#a60e71a2948b030140f840766a3f7ac2fa69f6e6373fe2f024618f752c388ef6b1" title="Call contact report callback while this collision pair is in contact. ">PxPairFlag::eNOTIFY_TOUCH_PERSISTS</a>), the contact pair will be interpreted as newly found instead.</dd>
<dd>
Lost touch contact reports will be sent for every collision pair which includes this shape, if they have been requested through <a class="el" href="structPxPairFlag.html#a60e71a2948b030140f840766a3f7ac2fa201281be698379417370bf7b0aeeb78e" title="Call contact report callback or trigger callback when this collision pair stops to be in contact...">PxPairFlag::eNOTIFY_TOUCH_LOST</a> or <a class="el" href="structPxPairFlag.html#a60e71a2948b030140f840766a3f7ac2fa517ae07b413b27ad008f766170051ae6" title="Call contact report callback when the contact force between the actors of this collision pair falls b...">PxPairFlag::eNOTIFY_THRESHOLD_FORCE_LOST</a>.</dd>
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This is an expensive operation, don't use it if you don't have to.</dd>
<dd>
Can be used to retrieve collision pairs that were killed by the collision filters (see <a class="el" href="structPxFilterFlag.html#a8de424e04d86b5772436423b0dc58083aee697d6e40f98c73eb8f5cb5201f1ca9" title="Ignore the collision pair as long as the bounding volumes of the pair objects overlap. ">PxFilterFlag::eKILL</a>)</dd>
<dd>
It is invalid to use this method if the actor has not been added to a scene already.</dd>
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It is invalid to use this method if <a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1da0838a5b8c88cebfa5d53904bb3b97411" title="Disables simulation for the actor. ">PxActorFlag::eDISABLE_SIMULATION</a> is set.</dd></dl>
<p><b>Sleeping:</b> Does wake up the actor.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor for which to re-evaluate interactions.</td></tr>
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</dd>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> <a class="el" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs. ">PxSimulationFilterCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aae469799c2e23d06ce5c1079e36df953">&#9670;&nbsp;</a></span>resetFiltering() <span class="overload">[2/2]</span></h2>
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<td class="memname">virtual void PxScene::resetFiltering </td>
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<td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> *const *&#160;</td>
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<p>Marks the object to reset interactions and re-run collision filters for specified shapes in the next simulation step. </p>
<p>This is a specialization of the <a class="el" href="classPxScene.html#af648aa06d19cfec20eeee278719f345c" title="Marks the object to reset interactions and re-run collision filters in the next simulation step...">resetFiltering(PxActor&amp; actor)</a> method and allows to reset interactions for specific shapes of a <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a>.</p>
<p><b>Sleeping:</b> Does wake up the actor.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor for which to re-evaluate interactions. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapes</td><td>The shapes for which to re-evaluate interactions. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeCount</td><td>Number of shapes in the list.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> <a class="el" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs. ">PxSimulationFilterCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa2b103c61cc84c1df17b82266a17413f">&#9670;&nbsp;</a></span>sceneQueriesUpdate()</h2>
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<td class="memname">virtual void PxScene::sceneQueriesUpdate </td>
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<p>Executes scene queries update tasks. This function will refit dirty shapes within the pruner and will execute a task to build a new AABB tree, which is build on a different thread. The new AABB tree is built based on the dynamic tree rebuild hint rate. Once the new tree is ready it will be commited in next fetchQueries call, which must be called after. </p>
<dl class="section note"><dt>Note</dt><dd>If <a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a793afa91b648fc6b1c92ff333490e7f2" title="No work is done, no update of scene queries. ">PxSceneQueryUpdateMode::eBUILD_DISABLED_COMMIT_DISABLED</a> is used, it is required to update the scene queries using this function.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">completionTask</td><td>if non-NULL, this task will have its refcount incremented in sceneQueryUpdate(), then decremented when the scene is ready to have fetchQueries called. So the task will not run until the application also calls removeReference(). </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">controlSimulation</td><td>if true, the scene controls its PxTaskManager simulation state. Leave true unless the application is calling the PxTaskManager start/stopSimulation() methods itself.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4a793afa91b648fc6b1c92ff333490e7f2" title="No work is done, no update of scene queries. ">PxSceneQueryUpdateMode::eBUILD_DISABLED_COMMIT_DISABLED</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1e102ec1b29dea3b588b7507561e656e">&#9670;&nbsp;</a></span>setBounceThresholdVelocity()</h2>
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<td class="memname">virtual void PxScene::setBounceThresholdVelocity </td>
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<td class="paramname"><em>t</em></td><td>)</td>
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<p>Set the bounce threshold velocity. Collision speeds below this threshold will not cause a bounce. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#abc7769532392c8e47ec4580677145e34" title="A contact with a relative velocity below this will not bounce. A typical value for simulation...">PxSceneDesc::bounceThresholdVelocity</a>, <a class="el" href="classPxScene.html#a36f1319b6695b33823529924f389ca3e" title="Return the bounce threshold velocity. ">getBounceThresholdVelocity</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a353da44d631c07cacd2f8d85f08cbc09">&#9670;&nbsp;</a></span>setBroadPhaseCallback()</h2>
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<td class="memname">virtual void PxScene::setBroadPhaseCallback </td>
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<p>Sets a broad-phase user callback object. </p>
<dl class="section note"><dt>Note</dt><dd>Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">callback</td><td>Asynchronous broad-phase callback. See <a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a>. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a593d339e0fd64e47fa3b68016ce723ec">&#9670;&nbsp;</a></span>setCCDContactModifyCallback()</h2>
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<td class="memname">virtual void PxScene::setCCDContactModifyCallback </td>
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<p>Sets a user callback object, which receives callbacks on all CCD contacts generated for specified actors. </p>
<dl class="section note"><dt>Note</dt><dd>Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">callback</td><td>Asynchronous user contact modification callback. See <a class="el" href="classPxCCDContactModifyCallback.html" title="An interface class that the user can implement in order to modify CCD contact constraints. ">PxCCDContactModifyCallback</a>. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#aed46505d6eac63a508c7a2d7e39cd5fb">&#9670;&nbsp;</a></span>setCCDMaxPasses()</h2>
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<td class="memname">virtual void PxScene::setCCDMaxPasses </td>
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<td class="paramname"><em>ccdMaxPasses</em></td><td>)</td>
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<p>Sets the maximum number of CCD passes. </p>
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<tr><td class="paramdir">[in]</td><td class="paramname">ccdMaxPasses</td><td>Maximum number of CCD passes</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a65aa4ceefbbd6aebd75ea879d7c385f9" title="Maximum number of CCD passes. ">PxSceneDesc.ccdMaxPasses</a> <a class="el" href="classPxScene.html#ab0033036e31f91c68d520185ef6c1703" title="Gets the maximum number of CCD passes. ">getCCDMaxPasses()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aeec3367a4461c1ab2e552acdb8c0609e">&#9670;&nbsp;</a></span>setContactModifyCallback()</h2>
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<td class="memname">virtual void PxScene::setContactModifyCallback </td>
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<p>Sets a user callback object, which receives callbacks on all contacts generated for specified actors. </p>
<dl class="section note"><dt>Note</dt><dd>Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">callback</td><td>Asynchronous user contact modification callback. See <a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a>. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ab6d9e986e6af967d2bd60a63a0b550c4">&#9670;&nbsp;</a></span>setDominanceGroupPair()</h2>
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<td class="memname">virtual void PxScene::setDominanceGroupPair </td>
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<td class="paramtype"><a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>&#160;</td>
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<td class="paramtype"><a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>&#160;</td>
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<p>Specifies the dominance behavior of contacts between two actors with two certain dominance groups. </p>
<p>It is possible to assign each actor to a dominance groups using <a class="el" href="classPxActor.html#a614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier. ">PxActor::setDominanceGroup()</a>.</p>
<p>With dominance groups one can have all contacts created between actors act in one direction only. This is useful, for example, if you want an object to push debris out of its way and be unaffected,while still responding physically to forces and collisions with non-debris objects.</p>
<p>Whenever a contact between two actors (a0, a1) needs to be solved, the groups (g0, g1) of both actors are retrieved. Then the <a class="el" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three settings are permitt...">PxDominanceGroupPair</a> setting for this group pair is retrieved with getDominanceGroupPair(g0, g1).</p>
<p>In the contact, <a class="el" href="structPxDominanceGroupPair.html#aca0435bf44309f7b432df322c32deb8a">PxDominanceGroupPair::dominance0</a> becomes the dominance setting for a0, and <a class="el" href="structPxDominanceGroupPair.html#a5767359f402fbda972c3a44e5d86aa75">PxDominanceGroupPair::dominance1</a> becomes the dominance setting for a1. A dominanceN setting of 1.0f, the default, will permit aN to be pushed or pulled by a(1-N) through the contact. A dominanceN setting of 0.0f, will however prevent aN to be pushed by a(1-N) via the contact. Thus, a <a class="el" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three settings are permitt...">PxDominanceGroupPair</a> of (1.0f, 0.0f) makes the interaction one-way.</p>
<p>The matrix sampled by getDominanceGroupPair(g1, g2) is initialised by default such that:</p>
<p>if g1 == g2, then (1.0f, 1.0f) is returned if g1 &lt; g2, then (0.0f, 1.0f) is returned if g1 &gt; g2, then (1.0f, 0.0f) is returned</p>
<p>In other words, we permit actors in higher groups to be pushed around by actors in lower groups by default.</p>
<p>These settings should cover most applications, and in fact not overriding these settings may likely result in higher performance.</p>
<p>It is not possible to make the matrix asymetric, or to change the diagonal. In other words:</p>
<p>it is not possible to change (g1, g2) if (g1==g2) if you set</p>
<p>(g1, g2) to X, then (g2, g1) will implicitly and automatically be set to ~X, where:</p>
<p>~(1.0f, 1.0f) is (1.0f, 1.0f) ~(0.0f, 1.0f) is (1.0f, 0.0f) ~(1.0f, 0.0f) is (0.0f, 1.0f)</p>
<p>These two restrictions are to make sure that contacts between two actors will always evaluate to the same dominance setting, regardless of the order of the actors.</p>
<p>Dominance settings are currently specified as floats 0.0f or 1.0f because in the future we may permit arbitrary fractional settings to express 'partly-one-way' interactions.</p>
<p><b>Sleeping:</b> Does <b>NOT</b> wake actors up automatically.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a951ada59fff16e5c860ccdd5f6d5a1f3" title="Samples the dominance matrix. ">getDominanceGroupPair()</a> <a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> <a class="el" href="structPxDominanceGroupPair.html" title="Expresses the dominance relationship of a contact. For the time being only three settings are permitt...">PxDominanceGroupPair</a> <a class="el" href="classPxActor.html#a614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier. ">PxActor::setDominanceGroup()</a> <a class="el" href="classPxActor.html#a24602fee489b3e797ff0f82613eef755" title="Retrieves the value set with setDominanceGroup(). ">PxActor::getDominanceGroup()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#abf2322887ca4db2fdea0229a44e2892c">&#9670;&nbsp;</a></span>setDynamicTreeRebuildRateHint()</h2>
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<td class="memname">virtual void PxScene::setDynamicTreeRebuildRateHint </td>
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<td class="paramname"><em>dynamicTreeRebuildRateHint</em></td><td>)</td>
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<p>Sets the rebuild rate of the dynamic tree pruning structures. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">dynamicTreeRebuildRateHint</td><td>Rebuild rate of the dynamic tree pruning structures.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#ac3270ea72968fc446cacb81a7ce683d3" title="Hint for how much work should be done per simulation frame to rebuild the pruning structure...">PxSceneDesc.dynamicTreeRebuildRateHint</a> <a class="el" href="classPxScene.html#ae220420fdd08f0dabee8b30f5ef2de68" title="Retrieves the rebuild rate of the dynamic tree pruning structures. ">getDynamicTreeRebuildRateHint()</a> <a class="el" href="classPxScene.html#a03b103772b8c06f2bf5c8192f1cb3f70" title="Forces dynamic trees to be immediately rebuilt. ">forceDynamicTreeRebuild()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a5ab05d2a2c908d98aed4ca642c5f394d">&#9670;&nbsp;</a></span>setFilterShaderData()</h2>
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<td class="memname">virtual void PxScene::setFilterShaderData </td>
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<p>Sets the shared global filter data which will get passed into the filter shader. </p>
<dl class="section note"><dt>Note</dt><dd>It is the user's responsibility to ensure that changing the shared global filter data does not change the filter output value for existing pairs. If the filter output for existing pairs does change nonetheless then such a change will not take effect until the pair gets refiltered. <a class="el" href="classPxScene.html#af648aa06d19cfec20eeee278719f345c" title="Marks the object to reset interactions and re-run collision filters in the next simulation step...">resetFiltering()</a> can be used to explicitly refilter the pairs of specific objects.</dd>
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The provided data will get copied to internal buffers and this copy will be used for filtering calls.</dd>
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Do not use this method while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">data</td><td>The shared global filter shader data. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">dataSize</td><td>Size of the shared global filter shader data (in bytes).</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a5d004fdc88ed31447aa57ee4f98c14ea" title="Gets the shared global filter data in use for this scene. ">getFilterShaderData()</a> <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">PxSceneDesc.filterShaderData</a> <a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6610c08a5a92c894dcac9d658e48b7de">&#9670;&nbsp;</a></span>setFlag()</h2>
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<td class="memname">virtual void PxScene::setFlag </td>
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<p>Sets a scene flag. You can only set one flag at a time. </p>
<dl class="section note"><dt>Note</dt><dd>Not all flags are mutable and changing some will result in an error. Please check <a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a> to see which flags can be changed.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a959989fbe4fadd5067fc355004cec779">&#9670;&nbsp;</a></span>setFrictionType()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> void PxScene::setFrictionType </td>
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<td class="paramtype"><a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a>&#160;</td>
<td class="paramname"><em>frictionType</em></td><td>)</td>
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<p>Set the friction model. </p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000011">Deprecated:</a></b></dt><dd>The friction type cannot be changed after the first simulate call so this function is deprecated. Set the friction type at scene creation time in <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene. ">PxSceneDesc</a>.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation. ">PxFrictionType</a>, <a class="el" href="classPxSceneDesc.html#ab1f18b0666adb645d92fc2f53373b1e9" title="Selects the friction algorithm to use for simulation. ">PxSceneDesc::frictionType</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a575ed34c73adbd61892d728a688479f3">&#9670;&nbsp;</a></span>setGravity()</h2>
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<td class="memname">virtual void PxScene::setGravity </td>
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<p>Sets a constant gravity for the entire scene. </p>
<p><b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">vec</td><td>A new gravity vector(e.g. <a class="el" href="classPxVec3.html" title="3 Element vector class. ">PxVec3</a>(0.0f,-9.8f,0.0f) ) <b>Range:</b> force vector</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a9b0de35c38c43b8aeff6e6f29bf0db20" title="Gravity vector. ">PxSceneDesc.gravity</a> <a class="el" href="classPxScene.html#a6fe48dbf9144be415d63f1d2f3ce0b16" title="Retrieves the current gravity setting. ">getGravity()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1c9025d9a26efa7b90c8c75cb7126b92">&#9670;&nbsp;</a></span>setLimits()</h2>
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<td class="memname">virtual void PxScene::setLimits </td>
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<p>Set new scene limits. </p>
<dl class="section note"><dt>Note</dt><dd>Increase the maximum capacity of various data structures in the scene. The new capacities will be at least as large as required to deal with the objects currently in the scene. Further, these values are for preallocation and do not represent hard limits.</dd></dl>
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<tr><td class="paramdir">[in]</td><td class="paramname">limits</td><td>Scene limits. </td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hi...">PxSceneLimits</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a148be23880c4e2d67f9f772066a9f966">&#9670;&nbsp;</a></span>setNbContactDataBlocks()</h2>
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<td class="memname">virtual void PxScene::setNbContactDataBlocks </td>
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<td class="paramname"><em>numBlocks</em></td><td>)</td>
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<p>set the cache blocks that can be used during <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a>. </p>
<p>Each frame the simulation requires memory to store contact, friction, and contact cache data. This memory is used in blocks of 16K. Each frame the blocks used by the previous frame are freed, and may be retrieved by the application using <a class="el" href="classPxScene.html#ab557fc677e9549c71d36979dfd3ec8c5" title="Clear internal buffers and free memory. ">PxScene::flushSimulation()</a></p>
<p>This call will force allocation of cache blocks if the numBlocks parameter is greater than the currently allocated number of blocks, and less than the max16KContactDataBlocks parameter specified at scene creation time.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">numBlocks</td><td>The number of blocks to allocate.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store contact...">PxSceneDesc.nbContactDataBlocks</a> <a class="el" href="classPxSceneDesc.html#a8791132cbe8cce32f051e5eaab774d35" title="Setting to define the maximum number of 16K blocks that can be allocated to store contact...">PxSceneDesc.maxNbContactDataBlocks</a> <a class="el" href="classPxScene.html#ab557fc677e9549c71d36979dfd3ec8c5" title="Clear internal buffers and free memory. ">flushSimulation()</a> <a class="el" href="classPxScene.html#ab6224a915d459fb6a1c0899a080f5697" title="get the number of cache blocks currently used by the scene ">getNbContactDataBlocksUsed</a> <a class="el" href="classPxScene.html#aa3c625507d5cfaf0f1cb9d26f66be329" title="get the maximum number of cache blocks used by the scene ">getMaxNbContactDataBlocksUsed</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a8b689efc2353e9c57abf0182cb3f7dfd">&#9670;&nbsp;</a></span>setSceneQueryUpdateMode()</h2>
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<td class="memname">virtual void PxScene::setSceneQueryUpdateMode </td>
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<p>Sets scene query update mode. </p>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a0cfa2d3835ea936ecd6ff94fbcefd689">&#9670;&nbsp;</a></span>setSimulationEventCallback()</h2>
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<td class="memname">virtual void PxScene::setSimulationEventCallback </td>
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<td class="paramtype"><a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a> *&#160;</td>
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<p>Sets a user notify object which receives special simulation events when they occur. </p>
<dl class="section note"><dt>Note</dt><dd>Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd></dl>
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<tr><td class="paramdir">[in]</td><td class="paramname">callback</td><td>User notification callback. See <a class="el" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events. ">PxSimulationEventCallback</a>.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events. ">PxSimulationEventCallback</a> <a class="el" href="classPxScene.html#a8951e43f8e23c320c1c90dd552135171" title="Retrieves the simulationEventCallback pointer set with setSimulationEventCallback(). ">getSimulationEventCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a0db918a532ef4d36474bf3f46cfad5a8">&#9670;&nbsp;</a></span>setSolverArticulationBatchSize()</h2>
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<td class="memname">virtual void PxScene::setSolverArticulationBatchSize </td>
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<td class="paramname"><em>solverBatchSize</em></td><td>)</td>
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<p>Sets the number of articulations required to spawn a separate rigid body solver thread. </p>
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<tr><td class="paramdir">[in]</td><td class="paramname">solverBatchSize</td><td>Number of articulations required to spawn a separate rigid body solver thread.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island task chain...">PxSceneDesc.solverBatchSize</a> <a class="el" href="classPxScene.html#af11e6f5eedaa53bb4a1e3420e1c2c531" title="Retrieves the number of articulations required to spawn a separate rigid body solver thread...">getSolverArticulationBatchSize()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aad9cc8bf329f4de4b407436f5cd38c98">&#9670;&nbsp;</a></span>setSolverBatchSize()</h2>
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<td class="memname">virtual void PxScene::setSolverBatchSize </td>
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<td class="paramname"><em>solverBatchSize</em></td><td>)</td>
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<p>Sets the number of actors required to spawn a separate rigid body solver thread. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">solverBatchSize</td><td>Number of actors required to spawn a separate rigid body solver thread.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797" title="Defines the number of actors required to spawn a separate rigid body solver island task chain...">PxSceneDesc.solverBatchSize</a> <a class="el" href="classPxScene.html#add966317a1feb083e273fd8c12f454b5" title="Retrieves the number of actors required to spawn a separate rigid body solver thread. ">getSolverBatchSize()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ab562ba2df953188a7e2b99f7ddcda5dc">&#9670;&nbsp;</a></span>setVisualizationCullingBox()</h2>
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<td class="memname">virtual void PxScene::setVisualizationCullingBox </td>
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<td class="paramtype">const <a class="el" href="classPxBounds3.html">PxBounds3</a> &amp;&#160;</td>
<td class="paramname"><em>box</em></td><td>)</td>
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<p>Defines a box in world space to which visualization geometry will be (conservatively) culled. Use a non-empty culling box to enable the feature, and an empty culling box to disable it. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">box</td><td>the box to which the geometry will be culled. Empty box to disable the feature. </td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a4055d302466a1f5cd9d481028b66b20a" title="Function that lets you set debug visualization parameters. ">setVisualizationParameter</a> <a class="el" href="classPxScene.html#aaab5854538e05abbe83c485e9d3ec082" title="Retrieves the visualization culling box. ">getVisualizationCullingBox</a> <a class="el" href="classPxScene.html#a35f231796a325fcf587e681831c5fcb5" title="Retrieves the render buffer. ">getRenderBuffer()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a4055d302466a1f5cd9d481028b66b20a">&#9670;&nbsp;</a></span>setVisualizationParameter()</h2>
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<td class="memname">virtual bool PxScene::setVisualizationParameter </td>
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<td class="paramtype"><a class="el" href="structPxVisualizationParameter.html#adce8e8a77c144356b0968d2b9f79eb10">PxVisualizationParameter::Enum</a>&#160;</td>
<td class="paramname"><em>param</em>, </td>
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<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>value</em>&#160;</td>
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<p>Function that lets you set debug visualization parameters. </p>
<p>Returns false if the value passed is out of range for usage specified by the enum.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">param</td><td>Parameter to set. See <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">value</td><td>The value to set, see <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> for allowable values. Setting to zero disables visualization for the specified property, setting to a positive value usually enables visualization and defines the scale factor. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>False if the parameter is out of range.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a7c036458140a45b23facb9cf2a9cdb84" title="Function that lets you query debug visualization parameters. ">getVisualizationParameter</a> <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> <a class="el" href="classPxScene.html#a35f231796a325fcf587e681831c5fcb5" title="Retrieves the render buffer. ">getRenderBuffer()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a3cb2b6b3b72cefb94fa9e64ca09660f6">&#9670;&nbsp;</a></span>shiftOrigin()</h2>
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<td class="memname">virtual void PxScene::shiftOrigin </td>
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<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>shift</em></td><td>)</td>
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<p>Shift the scene origin by the specified vector. </p>
<p>The poses of all objects in the scene and the corresponding data structures will get adjusted to reflect the new origin location (the shift vector will get subtracted from all object positions).</p>
<dl class="section note"><dt>Note</dt><dd>It is the user's responsibility to keep track of the summed total origin shift and adjust all input/output to/from PhysX accordingly.</dd>
<dd>
Do not use this method while the simulation is running. Calls to this method while the simulation is running will be ignored.</dd>
<dd>
Make sure to propagate the origin shift to other dependent modules (for example, the character controller module etc.).</dd>
<dd>
This is an expensive operation and we recommend to use it only in the case where distance related precision issues may arise in areas far from the origin.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">shift</td><td>Translation vector to shift the origin by. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a9a9cacecc3b0f6adaf2f3d2168c2aff5">&#9670;&nbsp;</a></span>simulate()</h2>
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<td class="memname">virtual void PxScene::simulate </td>
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<td class="paramtype">PxReal&#160;</td>
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<td class="paramtype"><a class="el" href="classphysx_1_1PxBaseTask.html">physx::PxBaseTask</a> *&#160;</td>
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<td class="paramname"><em>scratchMemBlock</em> = <code>0</code>, </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>scratchMemBlockSize</em> = <code>0</code>, </td>
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<p>Advances the simulation by an elapsedTime time. </p>
<dl class="section note"><dt>Note</dt><dd>Large elapsedTime values can lead to instabilities. In such cases elapsedTime should be subdivided into smaller time intervals and <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> should be called multiple times for each interval.</dd></dl>
<p>Calls to <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> should pair with calls to <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a>: Each <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> invocation corresponds to exactly one <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> invocation; calling <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> twice without an intervening <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> or <a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> twice without an intervening <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a> causes an error condition.</p>
<p>scene-&gt;<a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a>; ...do some processing until physics is computed... scene-&gt;<a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a>; ...now results of run may be retrieved.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">elapsedTime</td><td>Amount of time to advance simulation by. The parameter has to be larger than 0, else the resulting behavior will be undefined. <b>Range:</b> (0, PX_MAX_F32) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">completionTask</td><td>if non-NULL, this task will have its refcount incremented in <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">simulate()</a>, then decremented when the scene is ready to have fetchResults called. So the task will not run until the application also calls removeReference(). </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scratchMemBlock</td><td>a memory region for physx to use for temporary data during simulation. This block may be reused by the application after fetchResults returns. Must be aligned on a 16-byte boundary </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scratchMemBlockSize</td><td>the size of the scratch memory block. Must be a multiple of 16K. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">controlSimulation</td><td>if true, the scene controls its PxTaskManager simulation state. Leave true unless the application is calling the PxTaskManager start/stopSimulation() methods itself.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#ab34e054ccf428a1cdbd81bf1e2b87fae">fetchResults()</a> <a class="el" href="classPxScene.html#a6f45a8ee04f0bcd2c23b23daa176bee5" title="This checks to see if the simulation run has completed. ">checkResults()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a9b07b2a98e64105a06e97ffaeba2a63d">&#9670;&nbsp;</a></span>sweep()</h2>
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<td class="memname">virtual bool PxScene::sweep </td>
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<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#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"><a class="el" href="group__scenequery.html#ga6f93f556cef747d50f643499928dd865">PxSweepCallback</a> &amp;&#160;</td>
<td class="paramname"><em>hitCall</em>, </td>
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<td class="paramtype">PxHitFlags&#160;</td>
<td class="paramname"><em>hitFlags</em> = <code>PxHitFlags(<a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64afbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>)</code>, </td>
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<td class="paramtype">const <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> &amp;&#160;</td>
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<td class="paramtype"><a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> *&#160;</td>
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<td class="paramtype">const <a class="el" href="structPxQueryCache.html">PxQueryCache</a> *&#160;</td>
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<p>Performs a sweep test against objects in the scene, returns results in a PxSweepBuffer object or via a custom user callback implementation inheriting from PxSweepCallback. </p>
<dl class="section note"><dt>Note</dt><dd>Touching hits are not ordered. </dd>
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If a shape from the scene is already overlapping with the query shape in its starting position, the hit is returned unless eASSUME_NO_INITIAL_OVERLAP was specified.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>Geometry of object to sweep (supported types are: box, sphere, capsule, convex). </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>Pose of the sweep object. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">unitDir</td><td>Normalized direction of the sweep. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">distance</td><td>Sweep distance. Needs to be in [0, inf) range and &gt;0 if eASSUME_NO_INITIAL_OVERLAP was specified. Will be clamped to PX_MAX_SWEEP_DISTANCE. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">hitCall</td><td>Sweep hit buffer or callback object used to report sweep hits. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">hitFlags</td><td>Specifies which properties per hit should be computed and returned via the hit callback. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterData</td><td>Filtering data and simple logic. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">filterCall</td><td>Custom filtering logic (optional). Only used if the corresponding <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a> flags are set. If NULL, all hits are assumed to be blocking. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">cache</td><td>Cached hit shape (optional). Sweep is performed against cached shape first. If no hit is found the sweep gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">inflation</td><td>This parameter creates a skin around the swept geometry which increases its extents for sweeping. The sweep will register a hit as soon as the skin touches a shape, and will return the corresponding distance and normal. Note: ePRECISE_SWEEP doesn't support inflation. Therefore the sweep will be performed with zero inflation.</td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if any touching or blocking hits were found or any hit was found in case <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa2837a6ac649b29ee72af661b65f4d8ab">PxQueryFlag::eANY_HIT</a> was specified.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#ga6f93f556cef747d50f643499928dd865" title="Sweep query callback. ">PxSweepCallback</a> <a class="el" href="group__scenequery.html#gaecfed2b83a930b922b3d95e22ff30665" title="Sweep query buffer. ">PxSweepBuffer</a> <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a> <a class="el" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks. ">PxQueryFilterCallback</a> <a class="el" href="structPxSweepHit.html" title="Stores results of sweep queries. ">PxSweepHit</a> <a class="el" href="structPxQueryCache.html" title="single hit cache for scene queries. ">PxQueryCache</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aca7f8e7bc71ad39645b787bc41ab8c13">&#9670;&nbsp;</a></span>unlockRead()</h2>
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<td class="memname">virtual void PxScene::unlockRead </td>
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<p>Unlock the scene from reading. </p>
<dl class="section note"><dt>Note</dt><dd>Each <a class="el" href="classPxScene.html#aca7f8e7bc71ad39645b787bc41ab8c13" title="Unlock the scene from reading. ">unlockRead()</a> must be paired with a <a class="el" href="classPxScene.html#a088a9978be5b160b79665d4fb471ec81" title="Lock the scene for reading from the calling thread. ">lockRead()</a> from the same thread. </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#af2fa25d740641e78ae934c0488f17a4d">&#9670;&nbsp;</a></span>unlockWrite()</h2>
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<td class="memname">virtual void PxScene::unlockWrite </td>
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<p>Unlock the scene from writing. </p>
<dl class="section note"><dt>Note</dt><dd>Each <a class="el" href="classPxScene.html#af2fa25d740641e78ae934c0488f17a4d" title="Unlock the scene from writing. ">unlockWrite()</a> must be paired with a <a class="el" href="classPxScene.html#a89d45878685fa31bb2684c096d2c6918" title="Lock the scene for writing from this thread. ">lockWrite()</a> from the same thread. </dd></dl>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a64fbe5f25cef90d47fcb1c6428efe15a">&#9670;&nbsp;</a></span>userData</h2>
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<td class="memname">void* PxScene::userData</td>
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<p>user can assign this to whatever, usually to create a 1:1 relationship with a user object. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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