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PhysX4.1/physx/documentation/PhysXAPI/files/group__extensions.html
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSerializer.html">PxSerializer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Serialization interface class. <a href="classPxSerializer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSerializerDefaultAdapter.html">PxSerializerDefaultAdapter&lt; T &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default <a class="el" href="classPxSerializer.html" title="Serialization interface class. ">PxSerializer</a> implementation. <a href="classPxSerializerDefaultAdapter.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxConverterReportMode.html">PxConverterReportMode</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBinaryConverter.html">PxBinaryConverter</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Binary converter for serialized streams. <a href="classPxBinaryConverter.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBroadPhaseExt.html">PxBroadPhaseExt</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxCollectionExt.html">PxCollectionExt</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxConstraintExtIDs.html">PxConstraintExtIDs</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifiers for extensions classes which implement a constraint based on <a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a>. <a href="structPxConstraintExtIDs.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxD6Axis.html">PxD6Axis</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to specify one of the degrees of freedom of a D6 joint. <a href="structPxD6Axis.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxD6Motion.html">PxD6Motion</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to specify the range of motions allowed for a degree of freedom in a D6 joint. <a href="structPxD6Motion.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxD6Drive.html">PxD6Drive</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to specify which axes of a D6 joint are driven. <a href="structPxD6Drive.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxD6JointDriveFlag.html">PxD6JointDriveFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">flags for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a href="structPxD6JointDriveFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxD6JointDrive.html">PxD6JointDrive</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">parameters for configuring the drive model of a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a href="classPxD6JointDrive.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxD6Joint.html">PxD6Joint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A D6 joint is a general constraint between two actors. <a href="classPxD6Joint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultAllocator.html">PxDefaultAllocator</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">default implementation of the allocator interface required by the SDK <a href="classPxDefaultAllocator.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultCpuDispatcher.html">PxDefaultCpuDispatcher</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A default implementation for a CPU task dispatcher. <a href="classPxDefaultCpuDispatcher.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">64-bit mask used for collision filtering. <a href="classPxGroupsMask.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxFilterOp.html">PxFilterOp</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Collision filtering operations. <a href="structPxFilterOp.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultMemoryOutputStream.html">PxDefaultMemoryOutputStream</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">default implementation of a memory write stream <a href="classPxDefaultMemoryOutputStream.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultMemoryInputData.html">PxDefaultMemoryInputData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">default implementation of a memory read stream <a href="classPxDefaultMemoryInputData.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultFileOutputStream.html">PxDefaultFileOutputStream</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">default implementation of a file write stream <a href="classPxDefaultFileOutputStream.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDefaultFileInputData.html">PxDefaultFileInputData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">default implementation of a file read stream <a href="classPxDefaultFileInputData.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxDistanceJointFlag.html">PxDistanceJointFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">flags for configuring the drive of a <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a> <a href="structPxDistanceJointFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxDistanceJoint.html">PxDistanceJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">a joint that maintains an upper or lower bound (or both) on the distance between two points on different objects <a href="classPxDistanceJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxFixedJoint.html">PxFixedJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A fixed joint permits no relative movement between two bodies. ie the bodies are glued together. <a href="classPxFixedJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxJointConcreteType.html">PxJointConcreteType</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">an enumeration of PhysX' built-in joint types <a href="structPxJointConcreteType.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxJointActorIndex.html">PxJointActorIndex</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">an enumeration for specifying one or other of the actors referenced by a joint <a href="structPxJointActorIndex.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJoint.html">PxJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">a base interface providing common functionality for PhysX joints <a href="classPxJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSpring.html">PxSpring</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointLimitParameters.html">PxJointLimitParameters</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes the parameters for a joint limit. <a href="classPxJointLimitParameters.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointLinearLimit.html">PxJointLinearLimit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes a one-sided linear limit. <a href="classPxJointLinearLimit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointLinearLimitPair.html">PxJointLinearLimitPair</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes a two-sided limit. <a href="classPxJointLinearLimitPair.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointAngularLimitPair.html">PxJointAngularLimitPair</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointLimitCone.html">PxJointLimitCone</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes an elliptical conical joint limit. Note that very small or highly elliptical limit cones may result in jitter. <a href="classPxJointLimitCone.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxJointLimitPyramid.html">PxJointLimitPyramid</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes a pyramidal joint limit. <a href="classPxJointLimitPyramid.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxMassProperties.html">PxMassProperties</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility class to compute and manipulate mass and inertia tensor properties. <a href="classPxMassProperties.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxPrismaticJointFlag.html">PxPrismaticJointFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags specific to the prismatic joint. <a href="structPxPrismaticJointFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxPrismaticJoint.html">PxPrismaticJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A prismatic joint permits relative translational movement between two bodies along an axis, but no relative rotational movement. <a href="classPxPrismaticJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html">RaycastCCDManager</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast-CCD manager. <a href="classRaycastCCDManager.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRepXObject.html">PxRepXObject</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper class containing the mapping of id to object, and type name. <a href="structPxRepXObject.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRepXInstantiationArgs.html">PxRepXInstantiationArgs</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Arguments required to instantiate a serializable object from RepX. <a href="structPxRepXInstantiationArgs.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRevoluteJointFlag.html">PxRevoluteJointFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags specific to the Revolute Joint. <a href="structPxRevoluteJointFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRevoluteJoint.html">PxRevoluteJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A joint which behaves in a similar way to a hinge or axle. <a href="classPxRevoluteJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html">PxRigidActorExt</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">utility functions for use with <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> and subclasses <a href="classPxRigidActorExt.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidBodyExt.html">PxRigidBodyExt</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">utility functions for use with <a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. ">PxRigidBody</a> and subclasses <a href="classPxRigidBodyExt.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneQueryExt.html">PxSceneQueryExt</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">utility functions for use with <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>, related to scene queries. <a href="classPxSceneQueryExt.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSerialization.html">PxSerialization</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility functions for serialization. <a href="classPxSerialization.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html">PxShapeExt</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">utility functions for use with <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> <a href="classPxShapeExt.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSphericalJointFlag.html">PxSphericalJointFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags specific to the spherical joint. <a href="structPxSphericalJointFlag.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSphericalJoint.html">PxSphericalJoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A joint which behaves in a similar way to a ball and socket. <a href="classPxSphericalJoint.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxMeshOverlapUtil.html">PxMeshOverlapUtil</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Utility class to find mesh triangles touched by a specified geometry object. <a href="classPxMeshOverlapUtil.html#details">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
Macros</h2></td></tr>
<tr class="memitem:ga8695b63c3fd0f8e29ecce92c64e8f79b"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga8695b63c3fd0f8e29ecce92c64e8f79b">PX_NEW_SERIALIZER_ADAPTER</a>(x)</td></tr>
<tr class="memdesc:ga8695b63c3fd0f8e29ecce92c64e8f79b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Preprocessor Macro to simplify adapter creation. <a href="#ga8695b63c3fd0f8e29ecce92c64e8f79b">More...</a><br /></td></tr>
<tr class="separator:ga8695b63c3fd0f8e29ecce92c64e8f79b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf9d523f77e7143a4c7e49424d9f0081e"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf9d523f77e7143a4c7e49424d9f0081e">PX_DELETE_SERIALIZER_ADAPTER</a>(x)&#160;&#160;&#160;{ <a class="el" href="classPxSerializer.html">PxSerializer</a>* s = x; if (s) { s-&gt;~<a class="el" href="classPxSerializer.html">PxSerializer</a>(); <a class="el" href="group__foundation.html#ga2f06b47e22c6e93701d766444c67f3a6">PxGetFoundation</a>().getAllocatorCallback().deallocate(s); } }</td></tr>
<tr class="memdesc:gaf9d523f77e7143a4c7e49424d9f0081e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Preprocessor Macro to simplify adapter deletion. <a href="#gaf9d523f77e7143a4c7e49424d9f0081e">More...</a><br /></td></tr>
<tr class="separator:gaf9d523f77e7143a4c7e49424d9f0081e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaced14ebcd90bf2d866b38867cde959ae"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaced14ebcd90bf2d866b38867cde959ae">PX_BINARY_SERIAL_VERSION</a>&#160;&#160;&#160;&quot;77E92B17A4084033A0FDB51332D5A6BB&quot;</td></tr>
<tr class="separator:gaced14ebcd90bf2d866b38867cde959ae"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="typedef-members"></a>
Typedefs</h2></td></tr>
<tr class="memitem:gadabf6cf5b61c51816897119d793d16b7"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxD6JointDriveFlag.html#a0560fd8c87c7004eb8c52a17a549e42e">PxD6JointDriveFlag::Enum</a>, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gadabf6cf5b61c51816897119d793d16b7">PxD6JointDriveFlags</a></td></tr>
<tr class="separator:gadabf6cf5b61c51816897119d793d16b7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga8e55355887d57086f097b0248b7ea768"><td class="memItemLeft" align="right" valign="top">typedef FILE *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga8e55355887d57086f097b0248b7ea768">PxFileHandle</a></td></tr>
<tr class="separator:ga8e55355887d57086f097b0248b7ea768"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae24713c38834275bb67d41f03bcd28b5"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxDistanceJointFlag.html#a739197f319da75b41a1f3fbcc39607d9">PxDistanceJointFlag::Enum</a>, PxU16 &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gae24713c38834275bb67d41f03bcd28b5">PxDistanceJointFlags</a></td></tr>
<tr class="separator:gae24713c38834275bb67d41f03bcd28b5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf683a32f0fc263a83be447fac2879dac"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxPrismaticJointFlag.html#ad175483117d7036cc021df8ac7dc15f4">PxPrismaticJointFlag::Enum</a>, PxU16 &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf683a32f0fc263a83be447fac2879dac">PxPrismaticJointFlags</a></td></tr>
<tr class="separator:gaf683a32f0fc263a83be447fac2879dac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga064759e7f7a48b93670218bb400355e8"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxRevoluteJointFlag.html#ada2c678da47fe6828e338052480a40c8">PxRevoluteJointFlag::Enum</a>, PxU16 &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga064759e7f7a48b93670218bb400355e8">PxRevoluteJointFlags</a></td></tr>
<tr class="separator:ga064759e7f7a48b93670218bb400355e8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga55259fcecc0dd432e8c97f80a1425aad"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxQueryHit.html">PxQueryHit</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga55259fcecc0dd432e8c97f80a1425aad">PxSceneQueryHit</a></td></tr>
<tr class="separator:ga55259fcecc0dd432e8c97f80a1425aad"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4d19f53556b8b6114e8a359d326c6d10"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a></td></tr>
<tr class="separator:ga4d19f53556b8b6114e8a359d326c6d10"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf9d442ec851f833a9276ddb7ea46dd23"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf9d442ec851f833a9276ddb7ea46dd23">PxSceneQueryFilterCallback</a></td></tr>
<tr class="separator:gaf9d442ec851f833a9276ddb7ea46dd23"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga871e9d89cdf9bbab58883b5f0822b5c3"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxQueryCache.html">PxQueryCache</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga871e9d89cdf9bbab58883b5f0822b5c3">PxSceneQueryCache</a></td></tr>
<tr class="separator:ga871e9d89cdf9bbab58883b5f0822b5c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga8a87a0175a8d5014472d5e9eabef59d7"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitFlag.html">PxHitFlag</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga8a87a0175a8d5014472d5e9eabef59d7">PxSceneQueryFlag</a></td></tr>
<tr class="separator:ga8a87a0175a8d5014472d5e9eabef59d7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga2ddebd682bdb0bdb1db7ba113a93afe4"><td class="memItemLeft" align="right" valign="top">typedef PxHitFlags&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a></td></tr>
<tr class="separator:ga2ddebd682bdb0bdb1db7ba113a93afe4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4e2440ba605d9e05614c938fcb2e6fcb"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxSphericalJointFlag.html#afc657f6cb078dd077c835e798ac56561">PxSphericalJointFlag::Enum</a>, PxU16 &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4e2440ba605d9e05614c938fcb2e6fcb">PxSphericalJointFlags</a></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:ga450abb675b283fd8031caf82e85844e2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga450abb675b283fd8031caf82e85844e2">PxFindFaceIndex</a> (const <a class="el" href="classPxConvexMeshGeometry.html">PxConvexMeshGeometry</a> &amp;convexGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;geomPose, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;impactPos, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir)</td></tr>
<tr class="memdesc:ga450abb675b283fd8031caf82e85844e2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Computes closest polygon of the convex hull geometry for a given impact point and impact direction. When doing sweeps against a scene, one might want to delay the rather expensive computation of the hit face index for convexes until it is clear the information is really needed and then use this method to get the corresponding face index. <a href="#ga450abb675b283fd8031caf82e85844e2">More...</a><br /></td></tr>
<tr class="separator:ga450abb675b283fd8031caf82e85844e2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga5d942bf8c3069024e50a8dd2254c390c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxD6Joint.html">PxD6Joint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga5d942bf8c3069024e50a8dd2254c390c">PxD6JointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:ga5d942bf8c3069024e50a8dd2254c390c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a D6 joint. <a href="#ga5d942bf8c3069024e50a8dd2254c390c">More...</a><br /></td></tr>
<tr class="separator:ga5d942bf8c3069024e50a8dd2254c390c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga52d880e886748802ee9d0e2dbff75e74"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga52d880e886748802ee9d0e2dbff75e74">PxD6JointCreate_Fixed</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, bool useD6)</td></tr>
<tr class="memdesc:ga52d880e886748802ee9d0e2dbff75e74"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a fixed joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxFixedJoint.html" title="A fixed joint permits no relative movement between two bodies. ie the bodies are glued together...">PxFixedJoint</a>. <a href="#ga52d880e886748802ee9d0e2dbff75e74">More...</a><br /></td></tr>
<tr class="separator:ga52d880e886748802ee9d0e2dbff75e74"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga443c847e697e034a27005f313b0bc576"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga443c847e697e034a27005f313b0bc576">PxD6JointCreate_Distance</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, float maxDist, bool useD6)</td></tr>
<tr class="memdesc:ga443c847e697e034a27005f313b0bc576"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a distance joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a>. <a href="#ga443c847e697e034a27005f313b0bc576">More...</a><br /></td></tr>
<tr class="separator:ga443c847e697e034a27005f313b0bc576"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae26002655180393d0a53f5c68d141d69"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gae26002655180393d0a53f5c68d141d69">PxD6JointCreate_Prismatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;axis, float minLimit, float maxLimit, bool useD6)</td></tr>
<tr class="memdesc:gae26002655180393d0a53f5c68d141d69"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a prismatic joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxPrismaticJoint.html" title="A prismatic joint permits relative translational movement between two bodies along an axis...">PxPrismaticJoint</a>. <a href="#gae26002655180393d0a53f5c68d141d69">More...</a><br /></td></tr>
<tr class="separator:gae26002655180393d0a53f5c68d141d69"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaade73cffb9e3e77ae5457c3d393d481e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaade73cffb9e3e77ae5457c3d393d481e">PxD6JointCreate_Revolute</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;axis, float minLimit, float maxLimit, bool useD6)</td></tr>
<tr class="memdesc:gaade73cffb9e3e77ae5457c3d393d481e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a revolute joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxRevoluteJoint.html" title="A joint which behaves in a similar way to a hinge or axle. ">PxRevoluteJoint</a>. <a href="#gaade73cffb9e3e77ae5457c3d393d481e">More...</a><br /></td></tr>
<tr class="separator:gaade73cffb9e3e77ae5457c3d393d481e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4e8da86fa9db5de06486eb3539a2ac73"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4e8da86fa9db5de06486eb3539a2ac73">PxD6JointCreate_Spherical</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;axis, float limit1, float limit2, bool useD6)</td></tr>
<tr class="memdesc:ga4e8da86fa9db5de06486eb3539a2ac73"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a spherical joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>. <a href="#ga4e8da86fa9db5de06486eb3539a2ac73">More...</a><br /></td></tr>
<tr class="separator:ga4e8da86fa9db5de06486eb3539a2ac73"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaab84d6896f2bf7d17487799f5135cd7c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaab84d6896f2bf7d17487799f5135cd7c">PxD6JointCreate_GenericCone</a> (float &amp;apiroty, float &amp;apirotz, <a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6)</td></tr>
<tr class="memdesc:gaab84d6896f2bf7d17487799f5135cd7c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a spherical joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>. <a href="#gaab84d6896f2bf7d17487799f5135cd7c">More...</a><br /></td></tr>
<tr class="separator:gaab84d6896f2bf7d17487799f5135cd7c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gac1bd1279e83e31a8b0c8dd0deaa20b79"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxJoint.html">PxJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gac1bd1279e83e31a8b0c8dd0deaa20b79">PxD6JointCreate_Pyramid</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;localPos1, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;axis, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2)</td></tr>
<tr class="memdesc:gac1bd1279e83e31a8b0c8dd0deaa20b79"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to create a D6 joint with pyramidal swing limits. <a href="#gac1bd1279e83e31a8b0c8dd0deaa20b79">More...</a><br /></td></tr>
<tr class="separator:gac1bd1279e83e31a8b0c8dd0deaa20b79"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad874c3dcee0d1f3ec91e1880a1f09582"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gad874c3dcee0d1f3ec91e1880a1f09582">platformAlignedAlloc</a> (size_t size)</td></tr>
<tr class="separator:gad874c3dcee0d1f3ec91e1880a1f09582"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaea2576f54650c42280d79ce79ea1979a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaea2576f54650c42280d79ce79ea1979a">platformAlignedFree</a> (void *ptr)</td></tr>
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<tr class="memitem:ga68e9b3c3ee8961234464d8eb0b64d5e3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxDefaultCpuDispatcher.html">PxDefaultCpuDispatcher</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga68e9b3c3ee8961234464d8eb0b64d5e3">PxDefaultCpuDispatcherCreate</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> numThreads, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *affinityMasks=NULL)</td></tr>
<tr class="memdesc:ga68e9b3c3ee8961234464d8eb0b64d5e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create default dispatcher, extensions SDK needs to be initialized first. <a href="#ga68e9b3c3ee8961234464d8eb0b64d5e3">More...</a><br /></td></tr>
<tr class="separator:ga68e9b3c3ee8961234464d8eb0b64d5e3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga587ba12f90f77543c3e4452abeb0f22f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__physics.html#ga675117fb97324a28d3b982b47430ea02">PxFilterFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga587ba12f90f77543c3e4452abeb0f22f">PxDefaultSimulationFilterShader</a> (<a class="el" href="group__physics.html#ga7b0c5783657e45e3fd752adfe3c1d069">PxFilterObjectAttributes</a> attributes0, <a class="el" href="structPxFilterData.html">PxFilterData</a> filterData0, <a class="el" href="group__physics.html#ga7b0c5783657e45e3fd752adfe3c1d069">PxFilterObjectAttributes</a> attributes1, <a class="el" href="structPxFilterData.html">PxFilterData</a> filterData1, <a class="el" href="group__physics.html#gacacbeccf757e60dbf45089ef382681d9">PxPairFlags</a> &amp;pairFlags, const void *constantBlock, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> constantBlockSize)</td></tr>
<tr class="memdesc:ga587ba12f90f77543c3e4452abeb0f22f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Implementation of a simple filter shader that emulates PhysX 2.8.x filtering. <a href="#ga587ba12f90f77543c3e4452abeb0f22f">More...</a><br /></td></tr>
<tr class="separator:ga587ba12f90f77543c3e4452abeb0f22f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae13799b44f055e19212220bdff322597"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gae13799b44f055e19212220bdff322597">PxGetGroupCollisionFlag</a> (const PxU16 group1, const PxU16 group2)</td></tr>
<tr class="memdesc:gae13799b44f055e19212220bdff322597"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines if collision detection is performed between a pair of groups. <a href="#gae13799b44f055e19212220bdff322597">More...</a><br /></td></tr>
<tr class="separator:gae13799b44f055e19212220bdff322597"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga8ced9dfabbe8811f9c5ea8933e1298f7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga8ced9dfabbe8811f9c5ea8933e1298f7">PxSetGroupCollisionFlag</a> (const PxU16 group1, const PxU16 group2, const bool enable)</td></tr>
<tr class="memdesc:ga8ced9dfabbe8811f9c5ea8933e1298f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specifies if collision should be performed by a pair of groups. <a href="#ga8ced9dfabbe8811f9c5ea8933e1298f7">More...</a><br /></td></tr>
<tr class="separator:ga8ced9dfabbe8811f9c5ea8933e1298f7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga0918cc645e6e95c3077a816ba33b42e9"><td class="memItemLeft" align="right" valign="top">PxU16&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga0918cc645e6e95c3077a816ba33b42e9">PxGetGroup</a> (const <a class="el" href="classPxActor.html">PxActor</a> &amp;actor)</td></tr>
<tr class="memdesc:ga0918cc645e6e95c3077a816ba33b42e9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the value set with <a class="el" href="group__extensions.html#ga0f895f83f81c371385418a3284d28070" title="Sets which collision group this actor is part of. ">PxSetGroup()</a> <a href="#ga0918cc645e6e95c3077a816ba33b42e9">More...</a><br /></td></tr>
<tr class="separator:ga0918cc645e6e95c3077a816ba33b42e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga0f895f83f81c371385418a3284d28070"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga0f895f83f81c371385418a3284d28070">PxSetGroup</a> (<a class="el" href="classPxActor.html">PxActor</a> &amp;actor, const PxU16 collisionGroup)</td></tr>
<tr class="memdesc:ga0f895f83f81c371385418a3284d28070"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets which collision group this actor is part of. <a href="#ga0f895f83f81c371385418a3284d28070">More...</a><br /></td></tr>
<tr class="separator:ga0f895f83f81c371385418a3284d28070"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab5878e8b784c6c17d26a20bc202c4c0e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gab5878e8b784c6c17d26a20bc202c4c0e">PxGetFilterOps</a> (<a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op0, <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op1, <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op2)</td></tr>
<tr class="memdesc:gab5878e8b784c6c17d26a20bc202c4c0e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves filtering operation. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#gab5878e8b784c6c17d26a20bc202c4c0e">More...</a><br /></td></tr>
<tr class="separator:gab5878e8b784c6c17d26a20bc202c4c0e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga64679ee1d097cd1699fd8d3413ac2932"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga64679ee1d097cd1699fd8d3413ac2932">PxSetFilterOps</a> (const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op0, const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op1, const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;op2)</td></tr>
<tr class="memdesc:ga64679ee1d097cd1699fd8d3413ac2932"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setups filtering operations. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#ga64679ee1d097cd1699fd8d3413ac2932">More...</a><br /></td></tr>
<tr class="separator:ga64679ee1d097cd1699fd8d3413ac2932"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4ad1c1fb89841e9f9416530aed66170b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4ad1c1fb89841e9f9416530aed66170b">PxGetFilterBool</a> ()</td></tr>
<tr class="memdesc:ga4ad1c1fb89841e9f9416530aed66170b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves filtering's boolean value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#ga4ad1c1fb89841e9f9416530aed66170b">More...</a><br /></td></tr>
<tr class="separator:ga4ad1c1fb89841e9f9416530aed66170b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf17024df6afd1cbab816914f25b33214"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214">PxSetFilterBool</a> (const bool enable)</td></tr>
<tr class="memdesc:gaf17024df6afd1cbab816914f25b33214"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setups filtering's boolean value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#gaf17024df6afd1cbab816914f25b33214">More...</a><br /></td></tr>
<tr class="separator:gaf17024df6afd1cbab816914f25b33214"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf61e11222319b3a664d8127c8b64bb98"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf61e11222319b3a664d8127c8b64bb98">PxGetFilterConstants</a> (<a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;c0, <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;c1)</td></tr>
<tr class="memdesc:gaf61e11222319b3a664d8127c8b64bb98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets filtering constant K0 and K1. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#gaf61e11222319b3a664d8127c8b64bb98">More...</a><br /></td></tr>
<tr class="separator:gaf61e11222319b3a664d8127c8b64bb98"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7f3ed5a3baab55369f7ee35e4e44cfb0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga7f3ed5a3baab55369f7ee35e4e44cfb0">PxSetFilterConstants</a> (const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;c0, const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;c1)</td></tr>
<tr class="memdesc:ga7f3ed5a3baab55369f7ee35e4e44cfb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setups filtering's K0 and K1 value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#ga7f3ed5a3baab55369f7ee35e4e44cfb0">More...</a><br /></td></tr>
<tr class="separator:ga7f3ed5a3baab55369f7ee35e4e44cfb0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga13ef0a91d385e0f45c1b73b3ffafa8dc"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga13ef0a91d385e0f45c1b73b3ffafa8dc">PxGetGroupsMask</a> (const <a class="el" href="classPxActor.html">PxActor</a> &amp;actor)</td></tr>
<tr class="memdesc:ga13ef0a91d385e0f45c1b73b3ffafa8dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets 64-bit mask used for collision filtering. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#ga13ef0a91d385e0f45c1b73b3ffafa8dc">More...</a><br /></td></tr>
<tr class="separator:ga13ef0a91d385e0f45c1b73b3ffafa8dc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4e9876a60fc230eb433a6b3d77beaae9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4e9876a60fc230eb433a6b3d77beaae9">PxSetGroupsMask</a> (<a class="el" href="classPxActor.html">PxActor</a> &amp;actor, const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;mask)</td></tr>
<tr class="memdesc:ga4e9876a60fc230eb433a6b3d77beaae9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets 64-bit mask used for collision filtering. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. <a href="#ga4e9876a60fc230eb433a6b3d77beaae9">More...</a><br /></td></tr>
<tr class="separator:ga4e9876a60fc230eb433a6b3d77beaae9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaf7580a5a315137094cb676a7874c978a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxDistanceJoint.html">PxDistanceJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaf7580a5a315137094cb676a7874c978a">PxDistanceJointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:gaf7580a5a315137094cb676a7874c978a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a distance Joint. <a href="#gaf7580a5a315137094cb676a7874c978a">More...</a><br /></td></tr>
<tr class="separator:gaf7580a5a315137094cb676a7874c978a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga54f81dd3dbc77a3363357b5150dcba21"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> bool <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga54f81dd3dbc77a3363357b5150dcba21">PxInitExtensions</a> (physx::PxPhysics &amp;physics, physx::PxPvd *pvd)</td></tr>
<tr class="memdesc:ga54f81dd3dbc77a3363357b5150dcba21"><td class="mdescLeft">&#160;</td><td class="mdescRight">Initialize the PhysXExtensions library. <a href="#ga54f81dd3dbc77a3363357b5150dcba21">More...</a><br /></td></tr>
<tr class="separator:ga54f81dd3dbc77a3363357b5150dcba21"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga574914ae1ef022264d4338d355a50ed8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> void <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga574914ae1ef022264d4338d355a50ed8">PxCloseExtensions</a> ()</td></tr>
<tr class="memdesc:ga574914ae1ef022264d4338d355a50ed8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shut down the PhysXExtensions library. <a href="#ga574914ae1ef022264d4338d355a50ed8">More...</a><br /></td></tr>
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<tr class="memitem:ga17f2eab8a94d35778f2555a85c34ea7f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxFixedJoint.html">PxFixedJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga17f2eab8a94d35778f2555a85c34ea7f">PxFixedJointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:ga17f2eab8a94d35778f2555a85c34ea7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a fixed joint. <a href="#ga17f2eab8a94d35778f2555a85c34ea7f">More...</a><br /></td></tr>
<tr class="separator:ga17f2eab8a94d35778f2555a85c34ea7f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga43cc950618f193fd1fdbde2f624e0e52"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> void <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga43cc950618f193fd1fdbde2f624e0e52">PxSetJointGlobalFrame</a> (physx::PxJoint &amp;joint, const physx::PxVec3 *wsAnchor, const physx::PxVec3 *wsAxis)</td></tr>
<tr class="memdesc:ga43cc950618f193fd1fdbde2f624e0e52"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function to setup a joint's global frame. <a href="#ga43cc950618f193fd1fdbde2f624e0e52">More...</a><br /></td></tr>
<tr class="separator:ga43cc950618f193fd1fdbde2f624e0e52"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaef94272b3a37bbcce4008c1911a06b5c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxPrismaticJoint.html">PxPrismaticJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gaef94272b3a37bbcce4008c1911a06b5c">PxPrismaticJointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:gaef94272b3a37bbcce4008c1911a06b5c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a prismatic joint. <a href="#gaef94272b3a37bbcce4008c1911a06b5c">More...</a><br /></td></tr>
<tr class="separator:gaef94272b3a37bbcce4008c1911a06b5c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4aa56f32cb1cb2245d1c0cde99d0af17"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRevoluteJoint.html">PxRevoluteJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga4aa56f32cb1cb2245d1c0cde99d0af17">PxRevoluteJointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:ga4aa56f32cb1cb2245d1c0cde99d0af17"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a revolute joint. <a href="#ga4aa56f32cb1cb2245d1c0cde99d0af17">More...</a><br /></td></tr>
<tr class="separator:ga4aa56f32cb1cb2245d1c0cde99d0af17"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga6f8a1ee174c919242d7e5a00c57f0fdb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga6f8a1ee174c919242d7e5a00c57f0fdb">PxCreateDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, PxReal density, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>))</td></tr>
<tr class="memdesc:ga6f8a1ee174c919242d7e5a00c57f0fdb"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#ga6f8a1ee174c919242d7e5a00c57f0fdb">More...</a><br /></td></tr>
<tr class="separator:ga6f8a1ee174c919242d7e5a00c57f0fdb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga868bf680832c3f47e924fd2da011957d"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga868bf680832c3f47e924fd2da011957d">PxCreateDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, PxReal density)</td></tr>
<tr class="memdesc:ga868bf680832c3f47e924fd2da011957d"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#ga868bf680832c3f47e924fd2da011957d">More...</a><br /></td></tr>
<tr class="separator:ga868bf680832c3f47e924fd2da011957d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad2b49dd51647b7228668827c689bbb32"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gad2b49dd51647b7228668827c689bbb32">PxCreateKinematic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, PxReal density, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>))</td></tr>
<tr class="memdesc:gad2b49dd51647b7228668827c689bbb32"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#gad2b49dd51647b7228668827c689bbb32">More...</a><br /></td></tr>
<tr class="separator:gad2b49dd51647b7228668827c689bbb32"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga63356d306e103b6bf13dc7bf2ae233f6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga63356d306e103b6bf13dc7bf2ae233f6">PxCreateKinematic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, PxReal density)</td></tr>
<tr class="memdesc:ga63356d306e103b6bf13dc7bf2ae233f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#ga63356d306e103b6bf13dc7bf2ae233f6">More...</a><br /></td></tr>
<tr class="separator:ga63356d306e103b6bf13dc7bf2ae233f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga79da8a82087b6fe978e615f61118f03e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga79da8a82087b6fe978e615f61118f03e">PxCreateStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;shapeOffset=<a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>))</td></tr>
<tr class="memdesc:ga79da8a82087b6fe978e615f61118f03e"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#ga79da8a82087b6fe978e615f61118f03e">More...</a><br /></td></tr>
<tr class="separator:ga79da8a82087b6fe978e615f61118f03e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga5b375e0249df691cb6c9375fe3ce3eda"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga5b375e0249df691cb6c9375fe3ce3eda">PxCreateStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, <a class="el" href="classPxShape.html">PxShape</a> &amp;shape)</td></tr>
<tr class="memdesc:ga5b375e0249df691cb6c9375fe3ce3eda"><td class="mdescLeft">&#160;</td><td class="mdescRight">simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. <a href="#ga5b375e0249df691cb6c9375fe3ce3eda">More...</a><br /></td></tr>
<tr class="separator:ga5b375e0249df691cb6c9375fe3ce3eda"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga29519a6806bb5661fe1d0e0c78389520"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxShape.html">PxShape</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga29519a6806bb5661fe1d0e0c78389520">PxCloneShape</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxShape.html">PxShape</a> &amp;shape, bool isExclusive)</td></tr>
<tr class="memdesc:ga29519a6806bb5661fe1d0e0c78389520"><td class="mdescLeft">&#160;</td><td class="mdescRight">create a shape by copying attributes from another shape <a href="#ga29519a6806bb5661fe1d0e0c78389520">More...</a><br /></td></tr>
<tr class="separator:ga29519a6806bb5661fe1d0e0c78389520"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gada9542f6f10912eb3f3f89c1ea2f87e6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gada9542f6f10912eb3f3f89c1ea2f87e6">PxCloneStatic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor)</td></tr>
<tr class="memdesc:gada9542f6f10912eb3f3f89c1ea2f87e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">create a static body by copying attributes from another rigid actor <a href="#gada9542f6f10912eb3f3f89c1ea2f87e6">More...</a><br /></td></tr>
<tr class="separator:gada9542f6f10912eb3f3f89c1ea2f87e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gacef7efd5d06512fbf61e9810f46805c1"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gacef7efd5d06512fbf61e9810f46805c1">PxCloneDynamic</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physicsSDK, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;transform, const <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> &amp;body)</td></tr>
<tr class="memdesc:gacef7efd5d06512fbf61e9810f46805c1"><td class="mdescLeft">&#160;</td><td class="mdescRight">create a dynamic body by copying attributes from an existing body <a href="#gacef7efd5d06512fbf61e9810f46805c1">More...</a><br /></td></tr>
<tr class="separator:gacef7efd5d06512fbf61e9810f46805c1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gabbffb883dd38c52aef27f7ea084a1cde"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gabbffb883dd38c52aef27f7ea084a1cde">PxCreatePlane</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;sdk, const <a class="el" href="classPxPlane.html">PxPlane</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#a978f4c1b4f2780d4cfb3d4a31ba30f64">plane</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material)</td></tr>
<tr class="memdesc:gabbffb883dd38c52aef27f7ea084a1cde"><td class="mdescLeft">&#160;</td><td class="mdescRight">create a plane actor. The plane equation is n.x + d = 0 <a href="#gabbffb883dd38c52aef27f7ea084a1cde">More...</a><br /></td></tr>
<tr class="separator:gabbffb883dd38c52aef27f7ea084a1cde"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga34084817afc2cfd9f1bb9108c5244b08"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga34084817afc2cfd9f1bb9108c5244b08">PxScaleRigidActor</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, PxReal scale, bool scaleMassProps=true)</td></tr>
<tr class="memdesc:ga34084817afc2cfd9f1bb9108c5244b08"><td class="mdescLeft">&#160;</td><td class="mdescRight">scale a rigid actor by a uniform scale <a href="#ga34084817afc2cfd9f1bb9108c5244b08">More...</a><br /></td></tr>
<tr class="separator:ga34084817afc2cfd9f1bb9108c5244b08"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga0b02c67cce6515397bef82eba539a4d8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> bool <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga0b02c67cce6515397bef82eba539a4d8">PxBuildSmoothNormals</a> (<a class="el" href="namespacephysx.html#a9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> nbTris, <a class="el" href="namespacephysx.html#a9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> nbVerts, const physx::PxVec3 *verts, const <a class="el" href="namespacephysx.html#a9b7fbd746d18bf5b6545713a8d818f41">physx::PxU32</a> *dFaces, const <a class="el" href="namespacephysx.html#a9caf1cbcda071b6d2a9c069faa99da23">physx::PxU16</a> *wFaces, physx::PxVec3 *normals, bool flip)</td></tr>
<tr class="memdesc:ga0b02c67cce6515397bef82eba539a4d8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Builds smooth vertex normals over a mesh. <a href="#ga0b02c67cce6515397bef82eba539a4d8">More...</a><br /></td></tr>
<tr class="separator:ga0b02c67cce6515397bef82eba539a4d8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga02d8221452498576e374288ef10b8dc9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxSphericalJoint.html">PxSphericalJoint</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga02d8221452498576e374288ef10b8dc9">PxSphericalJointCreate</a> (<a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;physics, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor0, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame0, <a class="el" href="classPxRigidActor.html">PxRigidActor</a> *actor1, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;localFrame1)</td></tr>
<tr class="memdesc:ga02d8221452498576e374288ef10b8dc9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Create a spherical joint. <a href="#ga02d8221452498576e374288ef10b8dc9">More...</a><br /></td></tr>
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<tr class="memitem:ga78a7fcf3e5c470de1083ada5fde8e32f"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#ga78a7fcf3e5c470de1083ada5fde8e32f">PxComputeTriangleMeshPenetration</a> (<a class="el" href="classPxVec3.html">PxVec3</a> &amp;direction, PxReal &amp;depth, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;geom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;geomPose, const <a class="el" href="classPxTriangleMeshGeometry.html">PxTriangleMeshGeometry</a> &amp;meshGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;meshPose, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxIter, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *usedIter=NULL)</td></tr>
<tr class="memdesc:ga78a7fcf3e5c470de1083ada5fde8e32f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Computes an approximate minimum translational distance (MTD) between a geometry object and a mesh. <a href="#ga78a7fcf3e5c470de1083ada5fde8e32f">More...</a><br /></td></tr>
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<tr class="memitem:gadf1d4e04d0c9587b111c3737c9789658"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#gadf1d4e04d0c9587b111c3737c9789658">PxComputeHeightFieldPenetration</a> (<a class="el" href="classPxVec3.html">PxVec3</a> &amp;direction, PxReal &amp;depth, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;geom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;geomPose, const <a class="el" href="classPxHeightFieldGeometry.html">PxHeightFieldGeometry</a> &amp;heightFieldGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;heightFieldPose, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxIter, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> *usedIter=NULL)</td></tr>
<tr class="memdesc:gadf1d4e04d0c9587b111c3737c9789658"><td class="mdescLeft">&#160;</td><td class="mdescRight">Computes an approximate minimum translational distance (MTD) between a geometry object and a heightfield. <a href="#gadf1d4e04d0c9587b111c3737c9789658">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gaced14ebcd90bf2d866b38867cde959ae">&#9670;&nbsp;</a></span>PX_BINARY_SERIAL_VERSION</h2>
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<td class="memname">#define PX_BINARY_SERIAL_VERSION&#160;&#160;&#160;&quot;77E92B17A4084033A0FDB51332D5A6BB&quot;</td>
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<p>PX_BINARY_SERIAL_VERSION is used to version the PhysX binary data and meta data. The global unique identifier of the PhysX SDK needs to match the one in the data and meta data, otherwise they are considered incompatible. A 32 character wide GUID can be generated with <a href="https://www.guidgenerator.com/">https://www.guidgenerator.com/</a> for example. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf9d523f77e7143a4c7e49424d9f0081e">&#9670;&nbsp;</a></span>PX_DELETE_SERIALIZER_ADAPTER</h2>
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<td class="memname">#define PX_DELETE_SERIALIZER_ADAPTER</td>
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<td>&#160;&#160;&#160;{ <a class="el" href="classPxSerializer.html">PxSerializer</a>* s = x; if (s) { s-&gt;~<a class="el" href="classPxSerializer.html">PxSerializer</a>(); <a class="el" href="group__foundation.html#ga2f06b47e22c6e93701d766444c67f3a6">PxGetFoundation</a>().getAllocatorCallback().deallocate(s); } }</td>
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<p>Preprocessor Macro to simplify adapter deletion. </p>
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<td class="memname">#define PX_NEW_SERIALIZER_ADAPTER</td>
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<b>Value:</b><div class="fragment"><div class="line">*<span class="keyword">new</span>( <a class="code" href="group__foundation.html#ga2f06b47e22c6e93701d766444c67f3a6">PxGetFoundation</a>().getAllocatorCallback().allocate(<span class="keyword">sizeof</span>(<a class="code" href="classPxSerializerDefaultAdapter.html">PxSerializerDefaultAdapter&lt;x&gt;</a>), \</div><div class="line"> <span class="stringliteral">&quot;PxSerializerDefaultAdapter&quot;</span>, __FILE__, __LINE__ )) <a class="code" href="classPxSerializerDefaultAdapter.html">PxSerializerDefaultAdapter&lt;x&gt;</a>(#x)</div><div class="ttc" id="group__foundation_html_ga2f06b47e22c6e93701d766444c67f3a6"><div class="ttname"><a href="group__foundation.html#ga2f06b47e22c6e93701d766444c67f3a6">PxGetFoundation</a></div><div class="ttdeci">PX_C_EXPORT PX_FOUNDATION_API physx::PxFoundation &amp;PX_CALL_CONV PxGetFoundation()</div><div class="ttdoc">Retrieves the Foundation SDK after it has been created. </div></div>
<div class="ttc" id="classPxSerializerDefaultAdapter_html"><div class="ttname"><a href="classPxSerializerDefaultAdapter.html">PxSerializerDefaultAdapter</a></div><div class="ttdoc">Default PxSerializer implementation. </div><div class="ttdef"><b>Definition:</b> PxSerializer.h:151</div></div>
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<p>Preprocessor Macro to simplify adapter creation. </p>
<p>Note: that the allocator used for creation needs to match with the one used in PX_DELETE_SERIALIZER_ADAPTER. </p>
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<h2 class="groupheader">Typedef Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gadabf6cf5b61c51816897119d793d16b7">&#9670;&nbsp;</a></span>PxD6JointDriveFlags</h2>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxD6JointDriveFlag.html#a0560fd8c87c7004eb8c52a17a549e42e">PxD6JointDriveFlag::Enum</a>, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&gt; <a class="el" href="group__extensions.html#gadabf6cf5b61c51816897119d793d16b7">PxD6JointDriveFlags</a></td>
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<h2 class="memtitle"><span class="permalink"><a href="#gae24713c38834275bb67d41f03bcd28b5">&#9670;&nbsp;</a></span>PxDistanceJointFlags</h2>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxDistanceJointFlag.html#a739197f319da75b41a1f3fbcc39607d9">PxDistanceJointFlag::Enum</a>, PxU16&gt; <a class="el" href="group__extensions.html#gae24713c38834275bb67d41f03bcd28b5">PxDistanceJointFlags</a></td>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8e55355887d57086f097b0248b7ea768">&#9670;&nbsp;</a></span>PxFileHandle</h2>
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<td class="memname">typedef FILE* <a class="el" href="group__extensions.html#ga8e55355887d57086f097b0248b7ea768">PxFileHandle</a></td>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf683a32f0fc263a83be447fac2879dac">&#9670;&nbsp;</a></span>PxPrismaticJointFlags</h2>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxPrismaticJointFlag.html#ad175483117d7036cc021df8ac7dc15f4">PxPrismaticJointFlag::Enum</a>, PxU16&gt; <a class="el" href="group__extensions.html#gaf683a32f0fc263a83be447fac2879dac">PxPrismaticJointFlags</a></td>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxRevoluteJointFlag.html#ada2c678da47fe6828e338052480a40c8">PxRevoluteJointFlag::Enum</a>, PxU16&gt; <a class="el" href="group__extensions.html#ga064759e7f7a48b93670218bb400355e8">PxRevoluteJointFlags</a></td>
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<td class="memname">typedef <a class="el" href="structPxQueryCache.html">PxQueryCache</a> <a class="el" href="group__extensions.html#ga871e9d89cdf9bbab58883b5f0822b5c3">PxSceneQueryCache</a></td>
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<td class="memname">typedef <a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a> <a class="el" href="group__extensions.html#gaf9d442ec851f833a9276ddb7ea46dd23">PxSceneQueryFilterCallback</a></td>
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<td class="memname">typedef <a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a> <a class="el" href="group__extensions.html#ga4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a></td>
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<td class="memname">typedef <a class="el" href="structPxHitFlag.html">PxHitFlag</a> <a class="el" href="group__extensions.html#ga8a87a0175a8d5014472d5e9eabef59d7">PxSceneQueryFlag</a></td>
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<td class="memname">typedef PxHitFlags <a class="el" href="group__extensions.html#ga2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a></td>
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<td class="memname">typedef <a class="el" href="structPxQueryHit.html">PxQueryHit</a> <a class="el" href="group__extensions.html#ga55259fcecc0dd432e8c97f80a1425aad">PxSceneQueryHit</a></td>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxSphericalJointFlag.html#afc657f6cb078dd077c835e798ac56561">PxSphericalJointFlag::Enum</a>, PxU16&gt; <a class="el" href="group__extensions.html#ga4e2440ba605d9e05614c938fcb2e6fcb">PxSphericalJointFlags</a></td>
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<h2 class="groupheader">Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#gad874c3dcee0d1f3ec91e1880a1f09582">&#9670;&nbsp;</a></span>platformAlignedAlloc()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void* platformAlignedAlloc </td>
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<p class="reference">Referenced by <a class="el" href="classPxDefaultAllocator.html#acaee20fa98b003bde01d690cbccc2c33">PxDefaultAllocator::allocate()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#gaea2576f54650c42280d79ce79ea1979a">&#9670;&nbsp;</a></span>platformAlignedFree()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void platformAlignedFree </td>
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<p class="reference">Referenced by <a class="el" href="classPxDefaultAllocator.html#a73221f0158b7740403cd922dca5408fd">PxDefaultAllocator::deallocate()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga0b02c67cce6515397bef82eba539a4d8">&#9670;&nbsp;</a></span>PxBuildSmoothNormals()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> bool <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a> PxBuildSmoothNormals </td>
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<p>Builds smooth vertex normals over a mesh. </p>
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<li>"smooth" because smoothing groups are not supported here</li>
<li>takes angles into account for correct cube normals computation</li>
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<p>To use 32bit indices pass a pointer in dFaces and set wFaces to zero. Alternatively pass a pointer to wFaces and set dFaces to zero.</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">nbTris</td><td>Number of triangles </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">nbVerts</td><td>Number of vertices </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">verts</td><td>Array of vertices </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">dFaces</td><td>Array of dword triangle indices, or null </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wFaces</td><td>Array of word triangle indices, or null </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">normals</td><td>Array of computed normals (assumes nbVerts vectors) </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True on success. </dd></dl>
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<td class="memname"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxCloneDynamic </td>
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<td class="paramtype">const <a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> &amp;&#160;</td>
<td class="paramname"><em>body</em>&#160;</td>
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<p>create a dynamic body by copying attributes from an existing body </p>
<p>The following properties are copied:</p><ul>
<li>shapes</li>
<li>actor flags and rigidDynamic flags</li>
<li>mass, moment of inertia, and center of mass frame</li>
<li>linear and angular velocity</li>
<li>linear and angular damping</li>
<li>maximum angular velocity</li>
<li>position and velocity solver iterations</li>
<li>maximum depenetration velocity</li>
<li>sleep threshold</li>
<li>contact report threshold</li>
<li>dominance group</li>
<li>owner client and client behavior bits</li>
<li>name pointer</li>
</ul>
<p>The following are not copied and retain their default values:</p><ul>
<li>name</li>
<li>joints or observers</li>
<li>aggregate or scene membership</li>
<li>sleep timer</li>
<li>user data</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>Transforms are not copied with bit-exact accuracy.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physicsSDK</td><td><a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> - the physics SDK used to allocate the rigid static </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">body</td><td>the rigid dynamic to clone. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the transform of the new dynamic</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>the newly-created rigid static </dd></dl>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga29519a6806bb5661fe1d0e0c78389520">&#9670;&nbsp;</a></span>PxCloneShape()</h2>
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<td class="memname"><a class="el" href="classPxShape.html">PxShape</a>* PxCloneShape </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physicsSDK</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> &amp;&#160;</td>
<td class="paramname"><em>shape</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>isExclusive</em>&#160;</td>
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<p>create a shape by copying attributes from another shape </p>
<p>The function clones a <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. The following properties are copied:</p><ul>
<li>geometry</li>
<li>flags</li>
<li>materials</li>
<li>actor-local pose</li>
<li>contact offset</li>
<li>rest offset</li>
<li>simulation filter data</li>
<li>query filter data</li>
</ul>
<p>The following are not copied and retain their default values:</p><ul>
<li>name</li>
<li>user data</li>
</ul>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physicsSDK</td><td>- the physics SDK used to allocate the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the shape from which to take the attributes. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">isExclusive</td><td>whether the new shape should be an exclusive or shared shape.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>the newly-created rigid static </dd></dl>
</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#gada9542f6f10912eb3f3f89c1ea2f87e6">&#9670;&nbsp;</a></span>PxCloneStatic()</h2>
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<td class="memname"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a>* PxCloneStatic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physicsSDK</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>&#160;</td>
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<p>create a static body by copying attributes from another rigid actor </p>
<p>The function clones a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> or <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> as a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a>. A uniform scale is applied. The following properties are copied:</p><ul>
<li>shapes</li>
<li>actor flags</li>
<li>owner client and client behavior bits</li>
</ul>
<p>The following are not copied and retain their default values:</p><ul>
<li>name</li>
<li>joints or observers</li>
<li>aggregate or scene membership</li>
<li>user data</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>Transforms are not copied with bit-exact accuracy.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physicsSDK</td><td>- the physics SDK used to allocate the rigid static </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>the rigid actor from which to take the attributes. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the transform of the new static.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>the newly-created rigid static </dd></dl>
</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga574914ae1ef022264d4338d355a50ed8">&#9670;&nbsp;</a></span>PxCloseExtensions()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> void <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a> PxCloseExtensions </td>
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<p>Shut down the PhysXExtensions library. </p>
<p>This function should be called to cleanly shut down the PhysXExtensions library before application exit.</p>
<dl class="section note"><dt>Note</dt><dd>This function is required to be called to release foundation usage.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga54f81dd3dbc77a3363357b5150dcba21" title="Initialize the PhysXExtensions library. ">PxInitExtensions</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gadf1d4e04d0c9587b111c3737c9789658">&#9670;&nbsp;</a></span>PxComputeHeightFieldPenetration()</h2>
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<td class="memname">bool PxComputeHeightFieldPenetration </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>direction</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal &amp;&#160;</td>
<td class="paramname"><em>depth</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geom</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>geomPose</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxHeightFieldGeometry.html">PxHeightFieldGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>heightFieldGeom</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>heightFieldPose</em>, </td>
</tr>
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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>maxIter</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>usedIter</em> = <code>NULL</code>&#160;</td>
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<tr>
<td></td>
<td>)</td>
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<p>Computes an approximate minimum translational distance (MTD) between a geometry object and a heightfield. </p>
<p>This iterative function computes an approximate vector that can be used to depenetrate a geom object from a heightfield. Returned depenetration vector should be applied to 'geom', to get out of the heightfield.</p>
<p>The function works best when the amount of overlap between the geom object and the mesh is small. If the geom object's center goes inside the heightfield, backface culling usually kicks in, no overlap is detected, and the function does not compute an MTD vector.</p>
<p>The function early exits if no overlap is detected after a depenetration attempt. This means that if maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has been successful. Usually N = 4 gives good results.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">direction</td><td>Computed MTD unit direction </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">depth</td><td>Penetration depth. Always positive or zero. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geom</td><td>The geometry object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geomPose</td><td>Pose for the geometry object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">heightFieldGeom</td><td>The heightfield geometry </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">heightFieldPose</td><td>Pose for the heightfield </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxIter</td><td>Max number of iterations before returning. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">usedIter</td><td>Number of depenetrations attempts performed during the call. Will not be returned if the pointer is NULL.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>True if the MTD has successfully been computed, i.e. if objects do overlap.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxGeometry.html" title="A geometry object. ">PxGeometry</a> <a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector ">PxTransform</a> <a class="el" href="classPxHeightFieldGeometry.html" title="Height field geometry class. ">PxHeightFieldGeometry</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga78a7fcf3e5c470de1083ada5fde8e32f">&#9670;&nbsp;</a></span>PxComputeTriangleMeshPenetration()</h2>
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<td class="memname">bool PxComputeTriangleMeshPenetration </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>direction</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal &amp;&#160;</td>
<td class="paramname"><em>depth</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geom</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>geomPose</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTriangleMeshGeometry.html">PxTriangleMeshGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>meshGeom</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>meshPose</em>, </td>
</tr>
<tr>
<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>maxIter</em>, </td>
</tr>
<tr>
<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>usedIter</em> = <code>NULL</code>&#160;</td>
</tr>
<tr>
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<p>Computes an approximate minimum translational distance (MTD) between a geometry object and a mesh. </p>
<p>This iterative function computes an approximate vector that can be used to depenetrate a geom object from a triangle mesh. Returned depenetration vector should be applied to 'geom', to get out of the mesh.</p>
<p>The function works best when the amount of overlap between the geom object and the mesh is small. If the geom object's center goes inside the mesh, backface culling usually kicks in, no overlap is detected, and the function does not compute an MTD vector.</p>
<p>The function early exits if no overlap is detected after a depenetration attempt. This means that if maxIter = N, the code will attempt at most N iterations but it might exit earlier if depenetration has been successful. Usually N = 4 gives good results.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">direction</td><td>Computed MTD unit direction </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">depth</td><td>Penetration depth. Always positive or zero. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geom</td><td>The geometry object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geomPose</td><td>Pose for the geometry object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">meshGeom</td><td>The mesh geometry </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">meshPose</td><td>Pose for the mesh </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxIter</td><td>Max number of iterations before returning. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">usedIter</td><td>Number of depenetrations attempts performed during the call. Will not be returned if the pointer is NULL.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>True if the MTD has successfully been computed, i.e. if objects do overlap.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxGeometry.html" title="A geometry object. ">PxGeometry</a> <a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector ">PxTransform</a> <a class="el" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class. ">PxTriangleMeshGeometry</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6f8a1ee174c919242d7e5a00c57f0fdb">&#9670;&nbsp;</a></span>PxCreateDynamic() <span class="overload">[1/2]</span></h2>
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<td class="memname"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxCreateDynamic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geometry</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
<td class="paramname"><em>material</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>density</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>shapeOffset</em> = <code><a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>)</code>&#160;</td>
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<p>simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the global pose of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>the geometry of the new object's shape, which must be a sphere, capsule, box or convex </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>the material for the new object's shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">density</td><td>the density of the new object. Must be greater than zero. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeOffset</td><td>an optional offset for the new shape, defaults to identity</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a new dynamic actor with the <a class="el" href="structPxRigidBodyFlag.html" title="Collection of flags describing the behavior of a rigid body. ">PxRigidBodyFlag</a>, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga868bf680832c3f47e924fd2da011957d">&#9670;&nbsp;</a></span>PxCreateDynamic() <span class="overload">[2/2]</span></h2>
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<td class="memname"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxCreateDynamic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> &amp;&#160;</td>
<td class="paramname"><em>shape</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>density</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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<p>simple method to create a <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the transform of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the shape of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">density</td><td>the density of the new object. Must be greater than zero.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a new dynamic actor with the <a class="el" href="structPxRigidBodyFlag.html" title="Collection of flags describing the behavior of a rigid body. ">PxRigidBodyFlag</a>, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a> </dd></dl>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#gad2b49dd51647b7228668827c689bbb32">&#9670;&nbsp;</a></span>PxCreateKinematic() <span class="overload">[1/2]</span></h2>
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<table class="memname">
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<td class="memname"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxCreateKinematic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geometry</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
<td class="paramname"><em>material</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>density</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>shapeOffset</em> = <code><a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>)</code>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the global pose of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>the geometry of the new object's shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>the material for the new object's shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">density</td><td>the density of the new object. Must be greater than zero if the object is to participate in simulation. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeOffset</td><td>an optional offset for the new shape, defaults to identity</td></tr>
</table>
</dd>
</dl>
<dl class="section note"><dt>Note</dt><dd>unlike PxCreateDynamic, the geometry is not restricted to box, capsule, sphere or convex. However, kinematics of other geometry types may not participate in simulation collision and may be used only for triggers or scene queries of moving objects under animation control. In this case the density parameter will be ignored and the created shape will be set up as a scene query only shape (see <a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). ">PxShapeFlag::eSCENE_QUERY_SHAPE</a>)</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>a new dynamic actor with the <a class="el" href="structPxRigidBodyFlag.html#a5fd4878ae66a98c030a9d976e8ba8596abd76e6985e9db78efb7a66148ea4c212" title="Enables kinematic mode for the actor. ">PxRigidBodyFlag::eKINEMATIC</a> set, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a> </dd></dl>
</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga63356d306e103b6bf13dc7bf2ae233f6">&#9670;&nbsp;</a></span>PxCreateKinematic() <span class="overload">[2/2]</span></h2>
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<td class="memname"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a>* PxCreateKinematic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> &amp;&#160;</td>
<td class="paramname"><em>shape</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>density</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>simple method to create a kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the global pose of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">density</td><td>the density of the new object. Must be greater than zero if the object is to participate in simulation. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the shape of the new object</td></tr>
</table>
</dd>
</dl>
<dl class="section note"><dt>Note</dt><dd>unlike PxCreateDynamic, the geometry is not restricted to box, capsule, sphere or convex. However, kinematics of other geometry types may not participate in simulation collision and may be used only for triggers or scene queries of moving objects under animation control. In this case the density parameter will be ignored and the created shape will be set up as a scene query only shape (see <a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). ">PxShapeFlag::eSCENE_QUERY_SHAPE</a>)</dd></dl>
<dl class="section return"><dt>Returns</dt><dd>a new dynamic actor with the <a class="el" href="structPxRigidBodyFlag.html#a5fd4878ae66a98c030a9d976e8ba8596abd76e6985e9db78efb7a66148ea4c212" title="Enables kinematic mode for the actor. ">PxRigidBodyFlag::eKINEMATIC</a> set, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gabbffb883dd38c52aef27f7ea084a1cde">&#9670;&nbsp;</a></span>PxCreatePlane()</h2>
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<td class="memname"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a>* PxCreatePlane </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxPlane.html">PxPlane</a> &amp;&#160;</td>
<td class="paramname"><em>plane</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
<td class="paramname"><em>material</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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</div><div class="memdoc">
<p>create a plane actor. The plane equation is n.x + d = 0 </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">plane</td><td>a plane of the form n.x + d = 0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>the material for the new object's shape</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a new static actor, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> </dd></dl>
</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga79da8a82087b6fe978e615f61118f03e">&#9670;&nbsp;</a></span>PxCreateStatic() <span class="overload">[1/2]</span></h2>
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<td class="memname"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a>* PxCreateStatic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geometry</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
<td class="paramname"><em>material</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>shapeOffset</em> = <code><a class="el" href="classPxTransform.html">PxTransform</a>(<a class="el" href="group__foundation.html#gga70160ca5bbafef277790b3e0f12baf38a95e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>)</code>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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<p>simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the global pose of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>the geometry of the new object's shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>the material for the new object's shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeOffset</td><td>an optional offset for the new shape, defaults to identity</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a new static actor, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> </dd></dl>
</div>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga5b375e0249df691cb6c9375fe3ce3eda">&#9670;&nbsp;</a></span>PxCreateStatic() <span class="overload">[2/2]</span></h2>
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<td class="memname"><a class="el" href="classPxRigidStatic.html">PxRigidStatic</a> * PxCreateStatic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>sdk</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>transform</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> &amp;&#160;</td>
<td class="paramname"><em>shape</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>simple method to create a <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> actor with a single <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">sdk</td><td>the <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">transform</td><td>the global pose of the new object </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the new object's shape</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a new static actor, or NULL if it could not be constructed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga5d942bf8c3069024e50a8dd2254c390c">&#9670;&nbsp;</a></span>PxD6JointCreate()</h2>
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<td class="memname"><a class="el" href="classPxD6Joint.html">PxD6Joint</a>* PxD6JointCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
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<p>Create a D6 joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga443c847e697e034a27005f313b0bc576">&#9670;&nbsp;</a></span>PxD6JointCreate_Distance()</h2>
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<table class="memname">
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Distance </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxDist</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
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<p>Helper function to create a distance joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a>. </p>
<p>This helper function only supports a maximum distance constraint, because <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> does not support a minimum distance constraint (contrary to <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a>).</p>
<p>The distance is computed between the joint frames' world-space positions. The joint frames' orientations are irrelevant here so the function sets them to identity.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxDist</td><td>The maximum allowed distance </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga52d880e886748802ee9d0e2dbff75e74">&#9670;&nbsp;</a></span>PxD6JointCreate_Fixed()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Fixed </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
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<td>)</td>
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<p>Helper function to create a fixed joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxFixedJoint.html" title="A fixed joint permits no relative movement between two bodies. ie the bodies are glued together...">PxFixedJoint</a>. </p>
<p>For fixed joints it is important that the joint frames have the same orientation. This helper function uses an identity rotation for both. It is also important that the joint frames have an equivalent position in world space. The function does not check this, so it is up to users to ensure that this is the case.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxFixedJoint.html" title="A fixed joint permits no relative movement between two bodies. ie the bodies are glued together...">PxFixedJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxFixedJoint.html" title="A fixed joint permits no relative movement between two bodies. ie the bodies are glued together...">PxFixedJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaab84d6896f2bf7d17487799f5135cd7c">&#9670;&nbsp;</a></span>PxD6JointCreate_GenericCone()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_GenericCone </td>
<td>(</td>
<td class="paramtype">float &amp;&#160;</td>
<td class="paramname"><em>apiroty</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float &amp;&#160;</td>
<td class="paramname"><em>apirotz</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit2</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit2</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
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<tr>
<td></td>
<td>)</td>
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<p>Helper function to create a spherical joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>. </p>
<p>This function supports a cone limit shape, defined by two pairs of angular limit values. This can be used to create an asymmetric cone. If the angular limit values are symmetric (i.e. minLimit1=-maxLimit1 and minLimit2=-maxLimit2) then the cone axis is the X axis in actor0's space. If the limits are not symmetric, the function rotates the cone axis accordingly so that limits remain symmetric for PhysX. If this happens, the initial joint frames will be different for both actors. By default minLimit1/maxLimit1 are limits around the joint's Y axis, and minLimit2/maxLimit2 are limits around the joint's Z axis.</p>
<p>The function creates hard limits, and uses PhysX's default contact distance parameter.</p>
<p>Limits are expressed in radians. Allowed range is ]-PI;PI[.</p>
<p>The cone axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited.</p>
<p>The returned apiroty and apirotz values can later be added to retrieved Y and Z swing angle values (from the joint), to remap angle values to the given input range.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">apiroty</td><td>Amount of rotation around Y used to setup actor0's joint frame </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">apirotz</td><td>Amount of rotation around Z used to setup actor0's joint frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit1</td><td>Min angular limit along the joint frame's second axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit1</td><td>Max angular limit along the joint frame's second axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit2</td><td>Min angular limit along the joint frame's third axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit2</td><td>Max angular limit along the joint frame's third axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gae26002655180393d0a53f5c68d141d69">&#9670;&nbsp;</a></span>PxD6JointCreate_Prismatic()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Prismatic </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>axis</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Helper function to create a prismatic joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxPrismaticJoint.html" title="A prismatic joint permits relative translational movement between two bodies along an axis...">PxPrismaticJoint</a>. </p>
<p>This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired translation axis. This orientation is computed by the function, so users only have to define the desired translation axis (typically 1;0;0 or 0;1;0 or 0;0;1).</p>
<p>The translation can be limited. Limits are enforced if minLimit&lt;maxLimit. If minLimit=maxLimit the axis is locked. If minLimit&gt;maxLimit the limits are not enforced and the axis is free. The limit values are computed relative to the position of actor0's joint frame.</p>
<p>The function creates hard limits, and uses PhysX's default contact distance parameter.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">axis</td><td>The axis along which objects are allowed to move, expressed in the actors' local space </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit</td><td>The minimum allowed position along the axis </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit</td><td>The maximum allowed position along the axis </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxPrismaticJoint.html" title="A prismatic joint permits relative translational movement between two bodies along an axis...">PxPrismaticJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxPrismaticJoint.html" title="A prismatic joint permits relative translational movement between two bodies along an axis...">PxPrismaticJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gac1bd1279e83e31a8b0c8dd0deaa20b79">&#9670;&nbsp;</a></span>PxD6JointCreate_Pyramid()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Pyramid </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>axis</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit2</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit2</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
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<p>Helper function to create a D6 joint with pyramidal swing limits. </p>
<p>This function supports a pyramid limit shape, defined by two pairs of angular limit values. This can be used to create an asymmetric pyramid. If the angular limit values are symmetric (i.e. minLimit1=-maxLimit1 and minLimit2=-maxLimit2) then the pyramid axis is the X axis in actor0's space. By default minLimit1/maxLimit1 are limits around the joint's Y axis, and minLimit2/maxLimit2 are limits around the joint's Z axis.</p>
<p>The function creates hard limits, and uses PhysX's default contact distance parameter.</p>
<p>Limits are expressed in radians. Allowed range is ]-PI;PI[.</p>
<p>The pyramid axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">axis</td><td>The pyramid axis, expressed in the actors' local space </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit1</td><td>Min angular limit along the joint frame's second axis (first axis = pyramid axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit1</td><td>Max angular limit along the joint frame's second axis (first axis = pyramid axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit2</td><td>Min angular limit along the joint frame's third axis (first axis = pyramid axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit2</td><td>Max angular limit along the joint frame's third axis (first axis = pyramid axis)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaade73cffb9e3e77ae5457c3d393d481e">&#9670;&nbsp;</a></span>PxD6JointCreate_Revolute()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Revolute </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>axis</em>, </td>
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<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>minLimit</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>maxLimit</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
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<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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<p>Helper function to create a revolute joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxRevoluteJoint.html" title="A joint which behaves in a similar way to a hinge or axle. ">PxRevoluteJoint</a>. </p>
<p>This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired rotation axis. This orientation is computed by the function, so users only have to define the desired rotation axis (typically 1;0;0 or 0;1;0 or 0;0;1).</p>
<p>The rotation can be limited. Limits are enforced if minLimit&lt;maxLimit. If minLimit=maxLimit the axis is locked. If minLimit&gt;maxLimit the limits are not enforced and the axis is free. The limit values are computed relative to the rotation of actor0's joint frame.</p>
<p>The function creates hard limits, and uses PhysX's default contact distance parameter.</p>
<p>Limits are expressed in radians. Allowed range is ]-2*PI;+2*PI[</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">axis</td><td>The axis around which objects are allowed to move, expressed in the actors' local space </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">minLimit</td><td>The minimum allowed rotation along the axis </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">maxLimit</td><td>The maximum allowed rotation along the axis </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxRevoluteJoint.html" title="A joint which behaves in a similar way to a hinge or axle. ">PxRevoluteJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxRevoluteJoint.html" title="A joint which behaves in a similar way to a hinge or axle. ">PxRevoluteJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4e8da86fa9db5de06486eb3539a2ac73">&#9670;&nbsp;</a></span>PxD6JointCreate_Spherical()</h2>
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<td class="memname"><a class="el" href="classPxJoint.html">PxJoint</a>* PxD6JointCreate_Spherical </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>localPos1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;&#160;</td>
<td class="paramname"><em>axis</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>limit1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">float&#160;</td>
<td class="paramname"><em>limit2</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>useD6</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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<p>Helper function to create a spherical joint, using either a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> or <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>. </p>
<p>This function supports a cone limit shape, defined by a cone axis and two angular limit values.</p>
<p>This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired cone axis. This orientation is computed by the function, so users only have to define the desired cone axis (typically 1;0;0 or 0;1;0 or 0;0;1).</p>
<p>The rotations can be limited. Limits are enforced if limit1&gt;0 and limit2&gt;0. Otherwise the motion is free. The limit values define an ellipse, which is the cross-section of the cone limit shape.</p>
<p>The function creates hard limits, and uses PhysX's default contact distance parameter.</p>
<p>Limits are expressed in radians. Allowed range is ]0;PI[. Limits are symmetric around the cone axis.</p>
<p>The cone axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos0</td><td>The position of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localPos1</td><td>The position of the joint relative to actor1 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">axis</td><td>The cone axis, expressed in the actors' local space </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">limit1</td><td>Max angular limit for the ellipse along the joint frame's second axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">limit2</td><td>Max angular limit for the ellipse along the joint frame's third axis (first axis = cone axis) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">useD6</td><td>True to use a <a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a>, false to use a <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a>;</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The created joint.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxD6Joint.html" title="A D6 joint is a general constraint between two actors. ">PxD6Joint</a> <a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga68e9b3c3ee8961234464d8eb0b64d5e3">&#9670;&nbsp;</a></span>PxDefaultCpuDispatcherCreate()</h2>
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<td class="memname"><a class="el" href="classPxDefaultCpuDispatcher.html">PxDefaultCpuDispatcher</a>* PxDefaultCpuDispatcherCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
<td class="paramname"><em>numThreads</em>, </td>
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<tr>
<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>affinityMasks</em> = <code>NULL</code>&#160;</td>
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<td></td>
<td>)</td>
<td></td><td></td>
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<p>Create default dispatcher, extensions SDK needs to be initialized first. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">numThreads</td><td>Number of worker threads the dispatcher should use. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">affinityMasks</td><td>Array with affinity mask for each thread. If not defined, default masks will be used.</td></tr>
</table>
</dd>
</dl>
<dl class="section note"><dt>Note</dt><dd>numThreads may be zero in which case no worker thread are initialized and simulation tasks will be executed on the thread that calls <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">PxScene::simulate()</a></dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDefaultCpuDispatcher.html" title="A default implementation for a CPU task dispatcher. ">PxDefaultCpuDispatcher</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga587ba12f90f77543c3e4452abeb0f22f">&#9670;&nbsp;</a></span>PxDefaultSimulationFilterShader()</h2>
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<td class="memname"><a class="el" href="group__physics.html#ga675117fb97324a28d3b982b47430ea02">PxFilterFlags</a> PxDefaultSimulationFilterShader </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group__physics.html#ga7b0c5783657e45e3fd752adfe3c1d069">PxFilterObjectAttributes</a>&#160;</td>
<td class="paramname"><em>attributes0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="structPxFilterData.html">PxFilterData</a>&#160;</td>
<td class="paramname"><em>filterData0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__physics.html#ga7b0c5783657e45e3fd752adfe3c1d069">PxFilterObjectAttributes</a>&#160;</td>
<td class="paramname"><em>attributes1</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="structPxFilterData.html">PxFilterData</a>&#160;</td>
<td class="paramname"><em>filterData1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__physics.html#gacacbeccf757e60dbf45089ef382681d9">PxPairFlags</a> &amp;&#160;</td>
<td class="paramname"><em>pairFlags</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const void *&#160;</td>
<td class="paramname"><em>constantBlock</em>, </td>
</tr>
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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>constantBlockSize</em>&#160;</td>
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<td>)</td>
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<p>Implementation of a simple filter shader that emulates PhysX 2.8.x filtering. </p>
<p>This shader provides the following logic: </p><ul>
<li>If one of the two filter objects is a trigger, the pair is acccepted and <a class="el" href="structPxPairFlag.html#a60e71a2948b030140f840766a3f7ac2facac0202003af4139c16413db81b4a2e7" title="Provided default flag to get commonly used trigger behavior for this collision pair. ">PxPairFlag::eTRIGGER_DEFAULT</a> will be used for trigger reports </li>
<li>Else, if the filter mask logic (see further below) discards the pair it will be suppressed (<a class="el" href="structPxFilterFlag.html#a8de424e04d86b5772436423b0dc58083a823b175755a63b3e8ad474528f5e1bf6" title="Ignore the collision pair as long as the bounding volumes of the pair objects overlap or until filter...">PxFilterFlag::eSUPPRESS</a>) </li>
<li>Else, the pair gets accepted and collision response gets enabled (<a class="el" href="structPxPairFlag.html#a60e71a2948b030140f840766a3f7ac2fafd2fd2d6bbbf3acc8d3cbe63beabe6fe" title="Provided default flag to do simple contact processing for this collision pair. ">PxPairFlag::eCONTACT_DEFAULT</a>)</li>
</ul>
<p>Filter mask logic: Given the two <a class="el" href="structPxFilterData.html" title="PxFilterData is user-definable data which gets passed into the collision filtering shader and/or call...">PxFilterData</a> structures fd0 and fd1 of two collision objects, the pair passes the filter if the following conditions are met:</p>
<p>1) Collision groups of the pair are enabled 2) Collision filtering equation is satisfied</p>
<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> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf7580a5a315137094cb676a7874c978a">&#9670;&nbsp;</a></span>PxDistanceJointCreate()</h2>
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<td class="memname"><a class="el" href="classPxDistanceJoint.html">PxDistanceJoint</a>* PxDistanceJointCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
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<p>Create a distance Joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxDistanceJoint.html" title="a joint that maintains an upper or lower bound (or both) on the distance between two points on differ...">PxDistanceJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga450abb675b283fd8031caf82e85844e2">&#9670;&nbsp;</a></span>PxFindFaceIndex()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxFindFaceIndex </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classPxConvexMeshGeometry.html">PxConvexMeshGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>convexGeom</em>, </td>
</tr>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>geomPose</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>impactPos</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>&#160;</td>
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<p>Computes closest polygon of the convex hull geometry for a given impact point and impact direction. When doing sweeps against a scene, one might want to delay the rather expensive computation of the hit face index for convexes until it is clear the information is really needed and then use this method to get the corresponding face index. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">convexGeom</td><td>The convex mesh geometry. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geomPose</td><td>Pose for the geometry object. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">impactPos</td><td>Impact position. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">unitDir</td><td>Normalized impact direction.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>Closest face index of the convex geometry.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector ">PxTransform</a> <a class="el" href="classPxConvexMeshGeometry.html" title="Convex mesh geometry class. ">PxConvexMeshGeometry</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga17f2eab8a94d35778f2555a85c34ea7f">&#9670;&nbsp;</a></span>PxFixedJointCreate()</h2>
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<td class="memname"><a class="el" href="classPxFixedJoint.html">PxFixedJoint</a>* PxFixedJointCreate </td>
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<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
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<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
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<p>Create a fixed joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxFixedJoint.html" title="A fixed joint permits no relative movement between two bodies. ie the bodies are glued together...">PxFixedJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4ad1c1fb89841e9f9416530aed66170b">&#9670;&nbsp;</a></span>PxGetFilterBool()</h2>
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<td class="memname">bool PxGetFilterBool </td>
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<p>Retrieves filtering's boolean value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>flag Boolean value for filter.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214" title="Setups filtering&#39;s boolean value. See comments for PxGroupsMask. ">PxSetFilterBool</a> <a class="el" href="group__extensions.html#ga7f3ed5a3baab55369f7ee35e4e44cfb0" title="Setups filtering&#39;s K0 and K1 value. See comments for PxGroupsMask. ">PxSetFilterConstants</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf61e11222319b3a664d8127c8b64bb98">&#9670;&nbsp;</a></span>PxGetFilterConstants()</h2>
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<td class="memname">void PxGetFilterConstants </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;&#160;</td>
<td class="paramname"><em>c0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;&#160;</td>
<td class="paramname"><em>c1</em>&#160;</td>
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<p>Gets filtering constant K0 and K1. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">c0</td><td>the filtering constants, as a mask. See <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">c1</td><td>the filtering constants, as a mask. See <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga64679ee1d097cd1699fd8d3413ac2932" title="Setups filtering operations. See comments for PxGroupsMask. ">PxSetFilterOps</a> <a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214" title="Setups filtering&#39;s boolean value. See comments for PxGroupsMask. ">PxSetFilterBool</a> <a class="el" href="group__extensions.html#ga7f3ed5a3baab55369f7ee35e4e44cfb0" title="Setups filtering&#39;s K0 and K1 value. See comments for PxGroupsMask. ">PxSetFilterConstants</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gab5878e8b784c6c17d26a20bc202c4c0e">&#9670;&nbsp;</a></span>PxGetFilterOps()</h2>
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<td class="memname">void PxGetFilterOps </td>
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<td class="paramtype"><a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op1</em>, </td>
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<td class="paramtype"><a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op2</em>&#160;</td>
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<p>Retrieves filtering operation. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[out]</td><td class="paramname">op0</td><td>First filter operator. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">op1</td><td>Second filter operator. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">op2</td><td>Third filter operator.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga64679ee1d097cd1699fd8d3413ac2932" title="Setups filtering operations. See comments for PxGroupsMask. ">PxSetFilterOps</a> <a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214" title="Setups filtering&#39;s boolean value. See comments for PxGroupsMask. ">PxSetFilterBool</a> <a class="el" href="group__extensions.html#ga7f3ed5a3baab55369f7ee35e4e44cfb0" title="Setups filtering&#39;s K0 and K1 value. See comments for PxGroupsMask. ">PxSetFilterConstants</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga0918cc645e6e95c3077a816ba33b42e9">&#9670;&nbsp;</a></span>PxGetGroup()</h2>
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<td class="memname">PxU16 PxGetGroup </td>
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<td class="paramtype">const <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>Retrieves the value set with <a class="el" href="group__extensions.html#ga0f895f83f81c371385418a3284d28070" title="Sets which collision group this actor is part of. ">PxSetGroup()</a> </p>
<dl class="section note"><dt>Note</dt><dd>Collision group is an integer between 0 and 31.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The collision group this actor belongs to</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga0f895f83f81c371385418a3284d28070" title="Sets which collision group this actor is part of. ">PxSetGroup</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gae13799b44f055e19212220bdff322597">&#9670;&nbsp;</a></span>PxGetGroupCollisionFlag()</h2>
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<td class="memname">bool PxGetGroupCollisionFlag </td>
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<td class="paramtype">const PxU16&#160;</td>
<td class="paramname"><em>group1</em>, </td>
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<td class="paramtype">const PxU16&#160;</td>
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<p>Determines if collision detection is performed between a pair of groups. </p>
<dl class="section note"><dt>Note</dt><dd>Collision group is an integer between 0 and 31.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">group1</td><td>First Group </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">group2</td><td>Second Group</td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if the groups could collide</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga8ced9dfabbe8811f9c5ea8933e1298f7" title="Specifies if collision should be performed by a pair of groups. ">PxSetGroupCollisionFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga13ef0a91d385e0f45c1b73b3ffafa8dc">&#9670;&nbsp;</a></span>PxGetGroupsMask()</h2>
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<td class="memname"><a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> PxGetGroupsMask </td>
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<td class="paramtype">const <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>Gets 64-bit mask used for collision filtering. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The group mask for the actor.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga4e9876a60fc230eb433a6b3d77beaae9" title="Sets 64-bit mask used for collision filtering. See comments for PxGroupsMask. ">PxSetGroupsMask()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga54f81dd3dbc77a3363357b5150dcba21">&#9670;&nbsp;</a></span>PxInitExtensions()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> bool <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a> PxInitExtensions </td>
<td>(</td>
<td class="paramtype">physx::PxPhysics &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<td class="paramtype">physx::PxPvd *&#160;</td>
<td class="paramname"><em>pvd</em>&#160;</td>
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<p>Initialize the PhysXExtensions library. </p>
<p>This should be called before calling any functions or methods in extensions which may require allocation. </p><dl class="section note"><dt>Note</dt><dd>This function does not need to be called before creating a <a class="el" href="classPxDefaultAllocator.html" title="default implementation of the allocator interface required by the SDK ">PxDefaultAllocator</a> object.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">physics</td><td>a <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a> object </td></tr>
<tr><td class="paramname">pvd</td><td>an <a class="el" href="classPxPvd.html" title="PxPvd is the top-level class for the PVD framework, and the main customer interface for PVD configura...">PxPvd</a> (PhysX Visual Debugger) object</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__extensions.html#ga574914ae1ef022264d4338d355a50ed8" title="Shut down the PhysXExtensions library. ">PxCloseExtensions</a> <a class="el" href="classPxFoundation.html" title="Foundation SDK singleton class. ">PxFoundation</a> <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="#gaef94272b3a37bbcce4008c1911a06b5c">&#9670;&nbsp;</a></span>PxPrismaticJointCreate()</h2>
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<td class="memname"><a class="el" href="classPxPrismaticJoint.html">PxPrismaticJoint</a>* PxPrismaticJointCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
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<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
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<p>Create a prismatic joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPrismaticJoint.html" title="A prismatic joint permits relative translational movement between two bodies along an axis...">PxPrismaticJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4aa56f32cb1cb2245d1c0cde99d0af17">&#9670;&nbsp;</a></span>PxRevoluteJointCreate()</h2>
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<td class="memname"><a class="el" href="classPxRevoluteJoint.html">PxRevoluteJoint</a>* PxRevoluteJointCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
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<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
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<p>Create a revolute joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRevoluteJoint.html" title="A joint which behaves in a similar way to a hinge or axle. ">PxRevoluteJoint</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga34084817afc2cfd9f1bb9108c5244b08">&#9670;&nbsp;</a></span>PxScaleRigidActor()</h2>
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<td class="memname">void PxScaleRigidActor </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxReal&#160;</td>
<td class="paramname"><em>scale</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>scaleMassProps</em> = <code>true</code>&#160;</td>
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<p>scale a rigid actor by a uniform scale </p>
<p>The geometry and relative positions of the actor are multiplied by the given scale value. If the actor is a rigid body or an articulation link and the scaleMassProps value is true, the mass properties are scaled assuming the density is constant: the center of mass is linearly scaled, the mass is multiplied by the cube of the scale, and the inertia tensor by the fifth power of the scale.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>a rigid actor </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scale</td><td>the scale by which to multiply the actor. Must be &gt;0. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">scaleMassProps</td><td>whether to scale the mass properties </td></tr>
</table>
</dd>
</dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gaf17024df6afd1cbab816914f25b33214">&#9670;&nbsp;</a></span>PxSetFilterBool()</h2>
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<td class="memname">void PxSetFilterBool </td>
<td>(</td>
<td class="paramtype">const bool&#160;</td>
<td class="paramname"><em>enable</em></td><td>)</td>
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<p>Setups filtering's boolean value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">enable</td><td>Boolean value for filter.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga64679ee1d097cd1699fd8d3413ac2932" title="Setups filtering operations. See comments for PxGroupsMask. ">PxSetFilterOps</a> PxSsetFilterConstants </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga7f3ed5a3baab55369f7ee35e4e44cfb0">&#9670;&nbsp;</a></span>PxSetFilterConstants()</h2>
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<td class="memname">void PxSetFilterConstants </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;&#160;</td>
<td class="paramname"><em>c0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;&#160;</td>
<td class="paramname"><em>c1</em>&#160;</td>
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<p>Setups filtering's K0 and K1 value. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">c0</td><td>The new group mask. See <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">c1</td><td>The new group mask. See <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga64679ee1d097cd1699fd8d3413ac2932" title="Setups filtering operations. See comments for PxGroupsMask. ">PxSetFilterOps</a> <a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214" title="Setups filtering&#39;s boolean value. See comments for PxGroupsMask. ">PxSetFilterBool</a> <a class="el" href="group__extensions.html#gaf61e11222319b3a664d8127c8b64bb98" title="Gets filtering constant K0 and K1. See comments for PxGroupsMask. ">PxGetFilterConstants</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga64679ee1d097cd1699fd8d3413ac2932">&#9670;&nbsp;</a></span>PxSetFilterOps()</h2>
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<td class="memname">void PxSetFilterOps </td>
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<td class="paramtype">const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op0</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op1</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="structPxFilterOp.html#abded53995f8e25fd68ee10759a762c8b">PxFilterOp::Enum</a> &amp;&#160;</td>
<td class="paramname"><em>op2</em>&#160;</td>
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<p>Setups filtering operations. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">op0</td><td>Filter op 0. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">op1</td><td>Filter op 1. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">op2</td><td>Filter op 2.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#gaf17024df6afd1cbab816914f25b33214" title="Setups filtering&#39;s boolean value. See comments for PxGroupsMask. ">PxSetFilterBool</a> <a class="el" href="group__extensions.html#ga7f3ed5a3baab55369f7ee35e4e44cfb0" title="Setups filtering&#39;s K0 and K1 value. See comments for PxGroupsMask. ">PxSetFilterConstants</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga0f895f83f81c371385418a3284d28070">&#9670;&nbsp;</a></span>PxSetGroup()</h2>
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<td class="memname">void PxSetGroup </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="paramkey"></td>
<td></td>
<td class="paramtype">const PxU16&#160;</td>
<td class="paramname"><em>collisionGroup</em>&#160;</td>
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<td>)</td>
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<p>Sets which collision group this actor is part of. </p>
<dl class="section note"><dt>Note</dt><dd>Collision group is an integer between 0 and 31.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">collisionGroup</td><td>Collision group this actor belongs to</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga0918cc645e6e95c3077a816ba33b42e9" title="Retrieves the value set with PxSetGroup() ">PxGetGroup</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8ced9dfabbe8811f9c5ea8933e1298f7">&#9670;&nbsp;</a></span>PxSetGroupCollisionFlag()</h2>
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<td class="memname">void PxSetGroupCollisionFlag </td>
<td>(</td>
<td class="paramtype">const PxU16&#160;</td>
<td class="paramname"><em>group1</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const PxU16&#160;</td>
<td class="paramname"><em>group2</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const bool&#160;</td>
<td class="paramname"><em>enable</em>&#160;</td>
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<td>)</td>
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<p>Specifies if collision should be performed by a pair of groups. </p>
<dl class="section note"><dt>Note</dt><dd>Collision group is an integer between 0 and 31.</dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">group1</td><td>First Group </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">group2</td><td>Second Group </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">enable</td><td>True to enable collision between the groups</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#gae13799b44f055e19212220bdff322597" title="Determines if collision detection is performed between a pair of groups. ">PxGetGroupCollisionFlag</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4e9876a60fc230eb433a6b3d77beaae9">&#9670;&nbsp;</a></span>PxSetGroupsMask()</h2>
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<td class="memname">void PxSetGroupsMask </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxActor.html">PxActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGroupsMask.html">PxGroupsMask</a> &amp;&#160;</td>
<td class="paramname"><em>mask</em>&#160;</td>
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<p>Sets 64-bit mask used for collision filtering. See comments for <a class="el" href="classPxGroupsMask.html" title="64-bit mask used for collision filtering. ">PxGroupsMask</a>. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">mask</td><td>The group mask to set for the actor.</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__extensions.html#ga13ef0a91d385e0f45c1b73b3ffafa8dc" title="Gets 64-bit mask used for collision filtering. See comments for PxGroupsMask. ">PxGetGroupsMask()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga43cc950618f193fd1fdbde2f624e0e52">&#9670;&nbsp;</a></span>PxSetJointGlobalFrame()</h2>
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<td class="memname"><a class="el" href="group__foundation.html#gaea189596f11f07c586d4757cc67e8f7f">PX_C_EXPORT</a> void <a class="el" href="group__foundation.html#ga65a319adb859941e5bd98575280b8d19">PX_CALL_CONV</a> PxSetJointGlobalFrame </td>
<td>(</td>
<td class="paramtype">physx::PxJoint &amp;&#160;</td>
<td class="paramname"><em>joint</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const physx::PxVec3 *&#160;</td>
<td class="paramname"><em>wsAnchor</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const physx::PxVec3 *&#160;</td>
<td class="paramname"><em>wsAxis</em>&#160;</td>
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<p>Helper function to setup a joint's global frame. </p>
<p>This replaces the following functions from previous SDK versions:</p>
<p>void NxJointDesc::setGlobalAnchor(const NxVec3&amp; wsAnchor); void NxJointDesc::setGlobalAxis(const NxVec3&amp; wsAxis);</p>
<p>The function sets the joint's localPose using world-space input parameters.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">wsAnchor</td><td>Global frame anchor point. <b>Range:</b> position vector </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wsAxis</td><td>Global frame axis. <b>Range:</b> direction vector </td></tr>
<tr><td class="paramdir">[in,out]</td><td class="paramname">joint</td><td>Joint having its global frame set. </td></tr>
</table>
</dd>
</dl>
</div>
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<h2 class="memtitle"><span class="permalink"><a href="#ga02d8221452498576e374288ef10b8dc9">&#9670;&nbsp;</a></span>PxSphericalJointCreate()</h2>
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<td class="memname"><a class="el" href="classPxSphericalJoint.html">PxSphericalJoint</a>* PxSphericalJointCreate </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxPhysics.html">PxPhysics</a> &amp;&#160;</td>
<td class="paramname"><em>physics</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor0</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame0</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> *&#160;</td>
<td class="paramname"><em>actor1</em>, </td>
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<td></td>
<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
<td class="paramname"><em>localFrame1</em>&#160;</td>
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<p>Create a spherical joint. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">physics</td><td>The physics SDK </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor0</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame0</td><td>The position and orientation of the joint relative to actor0 </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">actor1</td><td>An actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">localFrame1</td><td>The position and orientation of the joint relative to actor1</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSphericalJoint.html" title="A joint which behaves in a similar way to a ball and socket. ">PxSphericalJoint</a> </dd></dl>
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