77 void setMaterial(
const PxU16 handle);
78 void clearMaterials();
85 PxReal getSleepThreshold()
const;
86 void setSleepThreshold(
const PxReal v);
88 PxReal getFreezeThreshold()
const;
89 void setFreezeThreshold(
const PxReal v);
91 PxU16 getSolverIterationCounts()
const {
return mCore.solverIterationCounts; }
92 void setSolverIterationCounts(PxU16 c);
94 PxReal getWakeCounter()
const;
95 void setWakeCounter(
const PxReal v);
96 void setWakeCounterInternal(
const PxReal v);
98 bool isSleeping()
const;
99 void wakeUp(PxReal wakeCounter);
104 void attachShapeCore(
ShapeCore* shapeCore);
108 void removeParticleFilter(
Sc::ParticleSystemCore* core, PxU32 particleId, PxU32 userBufferId, PxU32 tetId);
110 PxU32 addParticleAttachment(
Sc::ParticleSystemCore* core, PxU32 particleId, PxU32 userBufferId, PxU32 tetId,
const PxVec4& barycentric);
114 void removeRigidFilter(
Sc::BodyCore* core, PxU32 vertId);
117 void removeRigidAttachment(
Sc::BodyCore* core, PxU32 handle);
120 void addTetRigidFilter(
Sc::BodyCore* core, PxU32 tetIdx);
121 void removeTetRigidFilter(
Sc::BodyCore* core, PxU32 tetIdx);
123 PxU32 addTetRigidAttachment(
Sc::BodyCore* core, PxU32 tetIdx,
const PxVec4& barycentric,
const PxVec3& actorSpacePose,
126 void addSoftBodyFilter(
Sc::SoftBodyCore& core, PxU32 tetIdx0, PxU32 tetIdx1);
127 void removeSoftBodyFilter(
Sc::SoftBodyCore& core, PxU32 tetIdx0, PxU32 tetIdx1);
128 void addSoftBodyFilters(
Sc::SoftBodyCore& core, PxU32* tetIndices0, PxU32* tetIndices1, PxU32 tetIndicesSize);
129 void removeSoftBodyFilters(
Sc::SoftBodyCore& core, PxU32* tetIndices0, PxU32* tetIndices1, PxU32 tetIndicesSize);
131 PxU32 addSoftBodyAttachment(
Sc::SoftBodyCore& core, PxU32 tetIdx0,
const PxVec4& triBarycentric0, PxU32 tetIdx1,
const PxVec4& tetBarycentric1,
141 PxU32 getGpuSoftBodyIndex();
156 return *
reinterpret_cast<SoftBodyCore*
>(
reinterpret_cast<PxU8*
>(&core) - offset);
167 PX_FORCE_INLINE PxReal getMaxPenetrationBias()
const {
return mCore.maxPenBias; }
168 PX_FORCE_INLINE void setMaxPenetrationBias(PxReal p) { mCore.maxPenBias = p; }
A data container providing mass, rest pose and other information required for softbody simulation.
Definition PxTetrahedronMesh.h:70
Definition ScBodyCore.h:49
Definition ScParticleSystemCore.h:51
Definition ScSoftBodyCore.h:53
Definition ScSoftBodySim.h:42
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition DySoftBodyCore.h:41