All Classes and Interfaces

Class
Description
 
 
 
Pre-made support mapping for a box
Pre-made support mapping for a capsule
Pre-made support mapping for any PhysX's convex geometry (sphere, capsule, box, convex mesh)
Pre-made support mapping for a convex mesh
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PxActor is the base class for the main simulation objects in the physics SDK.
Flags which control the behavior of an actor.
 
 
Identifies each type of actor.
Identifies each type of actor for retrieving actors from a scene.
 
Class to aggregate actors into a single broad-phase entry.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Defines a spatial tendon attachment point on a link.
 
Data structure used to read and write internal articulation data.
These flags determine what data is read or written to the internal articulation data via cache.
 
Data structure for articulation joint drive configuration.
 
A fixed tendon that can be used to link multiple degrees of freedom of multiple articulation joints via length and limit constraints.
 
 
A joint between two links in an articulation.
 
Flag that configures articulation-state updates by PxArticulationReducedCoordinate::updateKinematic.
 
Data structure to set articulation joint limits.
A component of an articulation that represents a rigid body.
 
A tree structure of bodies connected by joints that is treated as a unit by the dynamics solver.
Data structure used to access the root link state and acceleration.
A spatial tendon that attaches to an articulation.
Common API base class shared by PxArticulationSpatialTendon and PxArticulationFixedTendon.
Defines a fixed-tendon joint on an articulation joint degree of freedom.
Defines the low/high limits of the length of a tendon.
Base class for objects that can be members of a PxCollection.
Flags for PxBase.
 
Base material class.
* Base class of all task types * * PxBaseTask defines a runnable reference counted task with built-in profiling.
 
Class representing 3D range or axis aligned bounding box.
Box character controller.
Descriptor for a box character controller.
Class representing the geometry of a box.
A box obstacle.
Caps class for broad phase.
"Region of interest" for the broad-phase.
Information & stats structure for a region
Broad phase algorithm used in the simulation
Class representing a bounding volume hierarchy.
 
Structure describing parameters affecting BVH34 midphase mesh structure.
Desired build strategy for bounding-volume hierarchies
 
A capsule character controller.
A descriptor for a capsule character controller.
Class representing the geometry of a capsule.
A capsule obstacle.
Collection class for serialization.
 
Enumeration that determines the way in which two material properties will be combined to yield a friction or restitution coefficient for a collision.
Compressed form of cone limit parameters
A plugin class for implementing constraints
This class connects a custom constraint to the SDK
constraint flags
 
Descriptor for a broken constraint.
 
 
Contact report pair information.
Collection of flags providing information on contact report pairs.
 
An Instance of this class is passed to PxSimulationEventCallback.onContact().
Collection of flags providing information on contact report pairs.
 
A contact point as used by contact notification
 
Base class for character controllers.
User behavior callback.
 
specifies controller behavior
 
specifies which sides a character is colliding with.
 
Descriptor class for a character controller.
Dedicated filtering callback for CCT vs CCT.
 
Filtering data for "move" call.
Describes a generic CCT hit.
Manages an array of character controllers.
specifies how a CCT interacts with non-walkable parts.
Describes a hit between a CCT and a user-defined obstacle.
Describes a hit between a CCT and a shape.
The type of controller, eg box, sphere or capsule.
Describes a hit between a CCT and another CCT.
Describes a controller's internal state.
Describes a controller's internal statistics.
Flags which describe the format and behavior of a convex mesh.
 
A convex mesh.
Enumeration for convex mesh cooking algorithms.
Descriptor class for #PxConvexMesh.
Convex mesh geometry class.
Flags controlling the simulated behavior of the convex mesh geometry.
 
Structure describing parameters affecting mesh cooking.
A CpuDispatcher is responsible for scheduling the execution of tasks passed to it by the SDK.
Cuda Context
* Manages thread locks, and task scheduling for a CUDA context * * A PxCudaContextManager manages access to a single CUDA context, allowing it to * be shared between multiple scenes.
Descriptor used to create a PxCudaContextManager
 
 
Custom geometry class.
Used to specify one of the degrees of freedom of a D6 joint.
Used to specify which axes of a D6 joint are driven.
A D6 joint is a general constraint between two actors.
parameters for configuring the drive model of a PxD6Joint
flags for configuring the drive model of a PxD6Joint
 
Used to specify the range of motions allowed for a degree of freedom in a D6 joint.
Default color values used for debug rendering.
Used to store a single line and colour for debug rendering.
Used to store a single point and colour for debug rendering.
Used to store a single triangle and colour for debug rendering.
default implementation of the allocator interface required by the SDK
A default implementation for a CPU task dispatcher.
default implementation of the error callback
default implementation of a memory read stream
default implementation of a memory write stream
Parameters to configure the behavior of diffuse particles
a joint that maintains an upper or lower bound (or both) on the distance between two points on different objects
flags for configuring the drive of a PxDistanceJoint
 
Expresses the dominance relationship of a contact.
Secondary pruning structure used for newly added objects in dynamic trees.
User defined interface class.
 
Error codes
 
 
PxFilterData is user-definable data which gets passed into the collision filtering shader and/or callback.
Collection of flags describing the filter actions to take for a collision pair.
 
A fixed joint permits no relative movement between two bodies.
Parameter to addForce() and addTorque() calls, determines the exact operation that is carried out.
 
Enum for selecting the friction algorithm used for simulation.
A geometry object.
Geometry holder class
Collection of geometry object queries (sweeps, raycasts, overlaps, ...).
A geometry type.
Stores results of raycast queries.
Stores results of sweep queries.
Collection of GJK query functions (sweeps, raycasts, overlaps, ...).
Pre-made support mapping for built-in convex geometry types.
 
 
 
Sizes of pre-allocated buffers use for GPU dynamics
 
Container class for a GPU particle system.
A height field class.
Descriptor class for #PxHeightField.
Enum with flag values to be used in PxHeightFieldDesc.flags.
 
Describes the format of height field samples.
Height field geometry class.
Heightfield sample format.
Scene query and geometry query behavior flags.
 
Polygon data
 
 
 
Input data class for I/O which provides random read access.
Callback interface that permits TriangleMesh, Heightfield, ConvexMesh or BVH to be used directly without the need to store the cooking results into a stream.
a base interface providing common functionality for PhysX joints
an enumeration for specifying one or other of the actors referenced by a joint
 
Describes an elliptical conical joint limit.
Describes the parameters for a joint limit.
Describes a pyramidal joint limit.
Describes a one-sided linear limit.
Describes a two-sided limit.
Scene query hit information for raycasts and sweeps returning hit position and normal information.
Utility class to compute and manipulate mass and inertia tensor properties.
 
Material class to represent a set of surface properties.
 
Flags which control the behavior of a material.
 
 
 
Enum with flag values to be used in PxSimpleTriangleMesh::flags.
 
Flags controlling the simulated behavior of the triangle mesh geometry.
 
Mesh midphase structure.
Utility class to find mesh triangles touched by a specified geometry object.
Enum for the set of mesh pre-processing parameters.
 
A class expressing a nonuniform scaling transformation.
Structure describing parameters affecting midphase mesh structure.
Base class for obstacles.
Context class for obstacles.
 
Output stream class for I/O.
 
 
 
 
 
Collection of flags describing the actions to take for a collision pair.
 
A particle buffer used to simulate diffuse particles.
Structure to define user-defined particle state when constructing a new particle system that includes diffuse particles.
The shared base class for all particle buffers, can be instantiated directly to simulate granular and fluid particles.
Structure to define user-defined particle state when constructing a new particle system.
Identifies dirty particle buffers that need to be updated in the particle system.
 
 
 
 
 
 
 
 
 
Flags which control the behaviour of a particle system.
 
 
Identifies per-particle behavior for a PxParticleSystem.
 
 
 
 
 
 
Particle system callback base class to schedule work that should be done before, while or after the particle system updates.
 
 
 
Material class to represent a set of PBD particle material properties.
A particle system that uses the position based dynamics(PBD) solver.
Abstract singleton factory class used for instancing objects in the Physics SDK.
Representation of a plane.
Class describing a plane geometry.
A prismatic joint permits relative translational movement between two bodies along an axis, but no relative rotational movement.
Flags specific to the prismatic joint.
 
Pruning structure used to accelerate scene queries.
PxPvd is the top-level class for the PVD framework, and the main customer interface for PVD configuration.It is a singleton class, instantiated and owned by the application.
types of instrumentation that PVD can do.
 
PxPvdTransport is an interface representing the data transport mechanism.
 
Scene query filtering callbacks.
 
Scene query filtering data.
Filtering flags for scene queries.
 
Scene query hit information.
 
 
 
 
 
 
Base class for ref-counted objects.
Interface for points, lines, triangles, and text buffer.
A joint which behaves in a similar way to a hinge or axle.
Flags specific to the Revolute Joint.
 
PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SDK.
utility functions for use with PxRigidActor and subclasses
PxRigidBody is a base class shared between dynamic rigid body objects.
utility functions for use with PxRigidBody and subclasses
Collection of flags describing the behavior of a rigid body.
 
PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.
Collection of flags providing a mechanism to lock motion along/around a specific axis.
 
PxRigidStatic represents a static rigid body simulation object in the physics SDK.
A scene is a collection of bodies and constraints which can interact.
Descriptor class for scenes.
flags for configuring properties of the scene
 
Class used to retrieve limits(e.g.
Base class for the scene-query system.
Scene query update mode
Traditional SQ system for PxScene.
Utility functions for serialization
Class serving as a registry for XML (RepX) and binary serializable types.
Abstract class for collision shapes.
utility functions for use with PxShape
Flags which affect the behavior of PxShapes.
 
 
A structure describing a triangle mesh.
An interface class that the user can implement in order to receive simulation events.
 
 
Class used to retrieve statistics for a simulation step.
Enum for selecting the type of solver used for the simulation.
Data structure to represent spatial forces.
Data structure to represent spatial velocities.
A class representing the geometry of a sphere.
A joint which behaves in a similar way to a ball and socket.
Flags specific to the spherical joint.
 
 
 
 
 
 
 
Provides functionality to create a tetrahedral mesh from a triangle mesh.
A tetramedron mesh, also called a 'tetrahedron soup'.
These flags indicate what kind of deficiencies a tetrahedron mesh has and describe if the mesh is considered ok, problematic or invalid for softbody cooking
 
Descriptor class for #PxTetrahedronMesh (contains only pure geometric data).
utility functions for use with PxTetrahedronMesh and subclasses
The tetrahedron mesh has 16bits vertex indices
 
 
Tetrahedron mesh geometry class.
Class to define the scale at which simulation runs.
 
 
Triangle class.
A triangle mesh, also called a 'polygon soup'.
These flags indicate what kind of deficiencies a triangle mesh has and describe if the mesh is considered ok, problematic or invalid for tetmeshing
 
Descriptor class for #PxTriangleMesh.
Flags for the mesh geometry properties.
 
Triangle mesh geometry class.
Descriptor for a trigger pair.
Collection of flags providing information on trigger report pairs.
 
 
 
 
 
 
 
 
 
User callback class for character controller events.
 
 
 
A description of a single axle that is to be affected by Ackermann steer correction.
The purpose of the anti-roll bar is to generate a torque to apply to the vehicle's rigid body that will reduce the jounce difference arising between any pair of chosen wheels.
The anti-roll torque of all anti-roll bars accumulates in a single torque to apply to the vehicle's rigid body.
 
 
 
 
Distribute a brake response to the wheels of a vehicle.
Choose between a potentially more expensive but more accurate solution to the clutch model or a potentially cheaper but less accurate solution.
Specifies the maximum clutch strength that occurs when the clutch pedal is fully disengaged and the clutch is fully engaged.
 
The clutch connects two plates together.
The clutch is modelled as two spinning plates with one connected to the wheels through the gearing and the other connected to the engine.
Note: Brake, drive and steer response typically reduce at increased longitudinal speed.
Note: Brake, drive and steer response typically reduce at increased longitudinal speed.
A description of the per wheel response to an input command.
A description of the state of commands that are applied to the vehicle Note: brakes[0] and brakes[1] may be used to distinguish brake and handbrake controls.
Each command value may be associated with a table specifying a normalized response as a function of longitudinal speed.
Each command value may be associated with a table specifying a normalized response as a function of longitudinal speed.
 
 
 
 
Distribute a throttle response to the wheels of a direct drive vehicle.
A description of the state of transmission-related commands that are applied to a vehicle with direct drive.
Direct drive vehicles only have reverse, neutral or forward gear.
 
A description of the state of transmission-related commands that are applied to a vehicle with engine drive.
A description of the state of transmission-related commands that are applied to a vehicle with engine drive.
 
 
 
 
PxVehicleFourWheelDriveDifferentialParams specifies the wheels that are to receive drive torque from the differential and the division of torque between the wheels that are connected to the differential.
 
 
Maximum supported number of gears, including reverse and neutral.
 
 
PxVehicleMultiWheelDriveDifferentialParams specifies the wheels that are to receive drive torque from the differential and the division of torque between the wheels that are connected to the differential.
A description of the PhysX actor and shapes that represent the vehicle in an associated PxScene.
Determine whether the PhysX actor associated with a vehicle is to be updated with a velocity change or an acceleration change.
A description of the number of PxConstraintConnector instances per vehicle required to maintain suspension limit and sticky tire instances.
A mapping between constraint state data and the associated PxConstraint instances.
PxVehiclePhysXConstraintState is a data structure used to write constraint data to the internal state of the associated PxScene.
A mapping between PxMaterial and a friction value to be used by the tire model.
A mappping between PxMaterial instance and friction for multiple PxMaterial intances.
A description of type of PhysX scene query and the filter data to apply to the query.
PhysX scene queries may be raycasts or sweeps.
 
A description of the previous steer command applied to the vehicle.
A description of the PhysX models employed to resolve suspension limit constraints.
 
Structure to support Omni PVD, the PhysX Visual Debugger.
The properties of the rigid body.
 
 
 
 
 
Distribute a steer response to the wheels of a vehicle.
Compliance describes how toe and camber angle and force application points are affected by suspension compression.
The effect of suspension compliance on toe and camber angle and on the tire and suspension force application points.
The force and torque for a single suspension to apply to the vehicle's rigid body.
Suspension force is computed by converting suspenson state to suspension force under the assumption of a linear spring.
 
 
 
 
A description of a tank differential.
A description of the state of transmission-related commands that are applied to a vehicle with tank drive.
The low speed regime often presents numerical difficulties for the tire model due to the potential for divide-by-zero errors.
Camber angle of the tire relative to the ground plane.
Tires have two important directions for the purposes of tire force computation: longitudinal and lateral.
PxVehicleTireDirectionState stores the world frame lateral and longtidinal axes of the tire after projecting the wheel pose in the world frame onto the road geometry plane (also in the world frame).
The longitudinal/lateral forces/torques that develop on the tire.
 
 
The load and friction experienced by a tire.
Tire slip values are computed using ratios with potential for divide-by-zero errors.
The lateral and longitudinal tire slips.
PxVehicleTireSpeedState stores the components of the instantaneous velocity of the rigid body at the tire contact point projected along the lateral and longitudinal axes of the tire.
For each tire, the forces of the tire model may be replaced by velocity constraints when the tire enters the "sticky tire" regime.
Prolonged low speeds in the lateral and longitudinal directions may be handled with "sticky" velocity constraints that activate after a speed below a threshold has been recorded for a threshold time.
 
 
It is useful to know if a brake or drive torque is to be applied to a wheel.
Specify groups of wheels that are to be constrained to have pre-determined angular velocity relationship.
 
 
 
 
Debug visualization parameters.
 
 
 
 
 
 
 
Pre-made support mapping for a sphere
Abstract interface for a user defined shape GJK mapping support.
 
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.
Deprecated.