29#ifndef PX_RIGID_DYNAMIC_H
30#define PX_RIGID_DYNAMIC_H
35#include "PxRigidBody.h"
52 eLOCK_LINEAR_X = (1 << 0),
53 eLOCK_LINEAR_Y = (1 << 1),
54 eLOCK_LINEAR_Z = (1 << 2),
55 eLOCK_ANGULAR_X = (1 << 3),
56 eLOCK_ANGULAR_Y = (1 << 4),
57 eLOCK_ANGULAR_Z = (1 << 5)
62PX_FLAGS_OPERATORS(PxRigidDynamicLockFlag::Enum, PxU8)
443 PX_INLINE PxRigidDynamic(PxBaseFlags baseFlags) : PxRigidBody(baseFlags) {}
444 virtual ~PxRigidDynamic() {}
Container for bitfield flag variables associated with a specific enum type.
Definition PxFlags.h:73
PxRigidBody is a base class shared between dynamic rigid body objects.
Definition PxRigidBody.h:199
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition PxRigidBody.h:702
PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.
Definition PxRigidDynamic.h:82
virtual void setContactReportThreshold(PxReal threshold)=0
Sets the force threshold for contact reports.
virtual PxReal getStabilizationThreshold() const =0
Returns the mass-normalized kinetic energy below which an actor may participate in stabilization.
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition PxRigidDynamic.h:445
virtual void setWakeCounter(PxReal wakeCounterValue)=0
Sets the wake counter for the actor.
virtual void wakeUp()=0
Wakes up the actor if it is sleeping.
virtual void setRigidDynamicLockFlag(PxRigidDynamicLockFlag::Enum flag, bool value)=0
Raises or clears a particular rigid dynamic lock flag.
virtual const char * getConcreteTypeName() const
Returns string name of dynamic type.
Definition PxRigidDynamic.h:439
virtual void setAngularVelocity(const PxVec3 &angVel, bool autowake=true)=0
Sets the angular velocity of the actor.
virtual void putToSleep()=0
Forces the actor to sleep.
virtual void setLinearVelocity(const PxVec3 &linVel, bool autowake=true)=0
Sets the linear velocity of the actor.
virtual PxVec3 getAngularVelocity() const =0
Retrieves the angular velocity of the actor.
virtual PxReal getSleepThreshold() const =0
Returns the mass-normalized kinetic energy below which an actor may go to sleep.
virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters=1)=0
Sets the solver iteration counts for the body.
virtual PxVec3 getLinearVelocity() const =0
Retrieves the linear velocity of an actor.
virtual bool isSleeping() const =0
Returns true if this body is sleeping.
virtual void getSolverIterationCounts(PxU32 &minPositionIters, PxU32 &minVelocityIters) const =0
Retrieves the solver iteration counts.
virtual bool getKinematicTarget(PxTransform &target) const =0
Get target pose of a kinematically controlled dynamic actor.
virtual void setKinematicTarget(const PxTransform &destination)=0
Moves kinematically controlled dynamic actors through the game world.
virtual PxRigidDynamicLockFlags getRigidDynamicLockFlags() const =0
Reads the PxRigidDynamic lock flags.
virtual void setStabilizationThreshold(PxReal threshold)=0
Sets the mass-normalized kinetic energy threshold below which an actor may participate in stabilizati...
virtual PxReal getContactReportThreshold() const =0
Retrieves the force threshold for contact reports.
virtual PxReal getWakeCounter() const =0
Returns the wake counter of the actor.
virtual void setSleepThreshold(PxReal threshold)=0
Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep.
3 Element vector class.
Definition PxVec3.h:50
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Collection of flags providing a mechanism to lock motion along/around a specific axis.
Definition PxRigidDynamic.h:49