Index
A
- AABB
- about / Broad-Phase collision detection
- actor
- creating / Creating actors
- addCollisionSphere() function / Cloth collision
- auto-stepping, character controller
- about / Auto-stepping
B
- box geometry
- about / Box
- Broad-Phase algorithms
- Sweep-and-prune (SAP) / Sweep-and-prune (SAP)
- sort-and-sweep algorithm / Sweep-and-prune (SAP)
- Multi box pruning (MBP) / Multi box pruning (MBP)
- broad-phase collision detection
- about / Broad-Phase collision detection
- Broad-Phase collision detection
- about / Broad-Phase collision detection
C
- capsule geometry
- about / Capsule
- character controller
- about / Character controller basics
- features / The need of a character controller
- benefits / The need of a character controller
- creating / Creating a character controller
- code snippet / Creating a character controller
- moving / Moving a character controller
- methods / Useful methods and properties
- properties / Useful methods and properties
- position update / Position update
- shapes / Shapes of a character controller
- visualizing, Debug Renderer used / Shapes of a character controller
- size update / Size update
- auto-stepping / Auto-stepping
- slope limit / Slope limit
- cloth
- about / Exploring a cloth
- creating / Creating a cloth
- cloth collision
- about / Cloth collision
- cloth fabric
- creating / Creating a cloth fabric
- cloth GPU acceleration
- about / Cloth GPU acceleration
- cloth intercollision
- about / Cloth intercollision
- cloth particle motion constraint
- about / Cloth particle motion constraint
- cloth particle separation constraint
- cloth properties
- tweaking / Tweaking the cloth properties
- cloth collision / Cloth collision
- cloth self-collision
- about / Cloth self-collision
- collision shapes
- about / Collision shapes
- geometry / Geometry
- connection flags, PVD
- about / Connection flags
- Continues Collision Detection (CCD)
- about / Continuous collision detection
- createParticle() function / Creating particles
- createShape() function / Creating actors
D
- D6 joints
- about / Joints in PhysX, D6 joints
- code snippet for creating / D6 joints
- damping
- about / Damping
- Debug Renderer / Shapes of a character controller
- density
- about / Density
- Discrete Collision Detection (DCD)
- about / Continuous collision detection
- distance joint
- about / Joints in PhysX, Distance joints
- code snippet for creating / Distance joints
F
- filter shader
- about / Filter shader
- fixed joint
- about / Joints in PhysX, Fixed joints
- code snippet, for creating / Fixed joints
- force
- about / Force and Torque
G
- gContactReportCallback function
- about / Simulation event
- geometries
- getMaxParticles() / Creating particles
- getRestParticleDistance() / Creating particles
- gravity
- about / Gravity
I
- immutable properties, particle system
- maxParticles / Particle system properties
- PxParticleBaseFlag**ePER_PARTICLE_REST_OFFSET / Particle system properties
- maxMotionDistance / Particle system properties
- gridSize / Particle system properties
- restOffset / Particle system properties
- contactOffset / Particle system properties
- particleReadDataFlags / Particle system properties
- PxParticleBaseFlag**eGPU / Particle system properties
- PxParticleBaseFlag**eCOLLISION_TWOWAY / Particle system properties
- restParticleDistance / Particle system properties
J
- joints
- about / Joints in PhysX
- fixed joint / Joints in PhysX
- revolute joint / Joints in PhysX, Revolute joints
- hinge joint / Joints in PhysX
- spherical joint / Joints in PhysX, Spherical joints
- ball-socket joint / Joints in PhysX
- distance joint / Joints in PhysX, Distance joints
- prismatic joint / Joints in PhysX, Prismatic joints
- slider joint / Joints in PhysX
- D6 joint / Joints in PhysX, D6 joints
K
- kinematic actors
- about / Kinematic actors
L
- license, PhysX 3 SDK
- about / The PhysX SDK license
M
- mass
- about / Mass
- materials
- Multi box pruning (MBP)
- about / Multi box pruning (MBP)
- mutable properties, particle system
- restitution / Particle system properties
- dynamicFriction / Particle system properties
- staticFriction / Particle system properties
- damping / Particle system properties
- externalAcceleration / Particle system properties
- PxParticleBaseFlag**eENABLED / Particle system properties
- PxParticleBaseFlag**ePROJECT_TO_PLANE / Particle system properties
- projectionPlaneNormal / Particle system properties
- projectionPlaneDistance / Particle system properties
- particleMass / Particle system properties
- stiffness / Particle system properties
- viscosity / Particle system properties
N
- Narrow-Phase collision detection
- Nvidia PhysX
- features / PhysX features
O
- overlap() function
- about / Overlap queries
- using / Overlap queries
- example / Overlap queries
- overlap queries
- about / Overlap queries
- modes / Overlap queries
P
- particle-based collision filtering
- enabling / Collision filtering
- particle drains
- about / Particle drains
- particles
- about / Exploring particles
- exploring / Exploring particles
- creating / Creating particles
- updating / Updating particles
- releasing / Releasing particles
- particles with intercollision
- creating / Particles with intercollision
- particles without intercollision
- creating / Particles without intercollision
- particle system
- creating / Creating a particle system
- particles without intercollision / Particles without intercollision
- particles with intercollision / Particles with intercollision
- properties / Particle system properties
- PhysX 3 program
- creating / Creating the first PhysX 3 program
- PhysX, initializing / Initializing PhysX
- scene, creating / Creating scene
- actors, creating / Creating actors
- simulating / Simulating PhysX
- shutting down / Shutting down PhysX
- PhysX 3 SDK
- about / Brief history
- history / Brief history
- features / PhysX features, New in PhysX 3
- downloading / Downloading PhysX SDK and tools
- tools, downloading / Downloading PhysX SDK and tools
- license / The PhysX SDK license
- system requisites / System requirements for PhysX
- material / Materials
- shapes / Shapes
- joints / Joints in PhysX
- cloth / Exploring a cloth
- PhysX Visual Debugger (PVD) / New in PhysX 3
- plane geometry
- about / Plane
- position, character controller
- about / Position update
- prismatic joint
- about / Joints in PhysX, Prismatic joints
- code snippet for creating / Prismatic joints
- PVD
- about / PhysX Visual Debugger (PVD) basics
- downloading / PhysX Visual Debugger (PVD) basics
- URL, for video tutorial / PhysX Visual Debugger (PVD) basics
- connecting, TCP/IP network used / Connecting PVD using a network
- data, saving as file / Saving PVD data as a file
- connection flags / Connection flags
- PVD datafile
- saving / Saving PVD data as a file
- PxBoxGeometry() function
- about / Box
- PxCapsuleGeometry () function
- about / Capsule
- PxCloth**setSelfCollisionDistance() functio
- about / Cloth self-collision
- PxCloth**setSelfCollisionStiffness() function
- about / Cloth self-collision
- PxCloth**setSeparationConstraints() function
- PxCloth**setSolverFrequency() function / Tweaking the cloth properties
- PxClothFabricCreate() function / Creating a cloth fabric
- PxClothFlag**eSCENE_COLLISION flag / Cloth collision
- PxClothMeshDesc / Creating a cloth fabric
- PxController**getContactOffset() function / Shapes of a character controller
- PxController**getPosition() function
- about / Position update
- PxController**move() function / Moving a character controller
- PxController**upDirection() function
- about / Auto-stepping
- PxControllerDesc**contactOffset function / Shapes of a character controller
- PxControllerDesc**SlopeLimit() function
- about / Slope limit
- PxControllerDesc**stepOffset() function
- about / Auto-stepping
- PxCreateDynamic() function / Creating actors
- PxCreatePhysics() function / Initializing PhysX
- PxD6Axis parameter
- about / D6 joints
- PxD6Joint class
- about / Joints in PhysX
- PxD6Motion parameter
- about / D6 joints
- PxDefaultSimulationFilterShader class
- about / Filter shader
- PxDistanceJoint class
- about / Joints in PhysX
- PxFixedJoint class
- about / Joints in PhysX
- PxFixedJointCreate() function / Fixed joints
- PxFoundation object / Initializing PhysX
- PxGeometry class / Collision shapes
- PxJointLimitCone constructor
- about / Spherical joints
- PxMaterial**createMaterial() / Materials
- PxPhysics**createCloth() function
- about / Creating a cloth
- PxPhysics**createFluid() function / Particles with intercollision
- PxPhysics**createParticleSystem() function / Particles without intercollision
- PxPhysics **createScene() / Creating scene
- PxPlaneGeometry() function
- about / Plane
- PxPrismaticJoint class
- about / Joints in PhysX
- PxRevoluteJoint class
- about / Joints in PhysX
- PxRigidActor**createShape() / Shapes
- PxRigidBody**addForce()
- about / Force and Torque
- PxRigidBody**getMass()
- about / Mass
- PxRigidBody**setAngularVelocity()
- about / Velocity
- PxRigidBody**setLinearVelocity()
- about / Velocity
- PxRigidBody**setMass()
- about / Mass
- PxRigidBodyExt**addForceAtLocalPos()
- about / Force and Torque
- PxRigidBodyExt**addForceAtPos()
- about / Force and Torque
- PxRigidBodyExt**addLocalForceAtLocalPos()
- about / Force and Torque
- PxRigidBodyExt**addLocalForceAtPos()
- about / Force and Torque
- PxRigidBodyExt** updateMassAndInertia()
- about / Density
- PxRigidDynamic**isSleeping()
- about / Sleeping state
- PxRigidDynamic**putToSleep()
- about / Sleeping state
- PxRigidDynamic**release() method / Shutting down PhysX
- PxRigidDynamic**setAngularDamping()
- about / Damping
- PxRigidDynamic**setKinematicTarget()
- about / Kinematic actors
- PxRigidDynamic**setLinearDamping()
- about / Damping
- PxRigidDynamic**wakeUp()
- about / Sleeping state
- PxRigidDynamicFlag**eKINEMATIC flag
- about / Kinematic actors
- PxScene**fetchResults() / Simulating PhysX
- PxScene**raycast() function
- about / Raycast queries
- PxScene**setGravity() method
- about / Gravity
- PxScene**setInterCollisionDistance() function
- about / Cloth intercollision
- PxScene**setInterCollisionStiffness() function
- about / Cloth intercollision
- PxScene**simulate() / Simulating PhysX
- PxScene**sweep() function
- about / Sweep queries
- PxShapeFlag**eSIMULATION_SHAPE flag
- about / Trigger shapes
- PxShapeFlag**eTRIGGER_SHAPE flag
- about / Trigger shapes
- PxSimulationEventCallback
- TopicnonTrigger() functionTopicnabout / Trigger event
- PxSimulationEventCallback**onContact() function
- about / Contact event
- PxSimulationEventCallback**onTrigger() callback function
- about / Trigger event
- PxSimulationEventCallback class
- about / Trigger shapes, Simulation event
- PxSphereGeometry() function
- about / Sphere
- PxSphericalJoint class
- about / Joints in PhysX
- PxTriggerPair class
- about / Trigger event
R
- raycast() function
- using / Raycast queries
- example / Raycast queries
- raycasting
- about / Raycast queries
- modes / Raycast queries
- raycast queries
- about / Raycast queries
- releaseParticles() function / Releasing particles
- revolute joint
- about / Joints in PhysX, Revolute joints
- code snippet, for creating / Revolute joints
- rigid body
- about / Exploring a rigid body
- rigid body dynamics
- mass / Mass
- density / Density
- gravity / Gravity
- velocity / Velocity
- force / Force and Torque
- torque / Force and Torque
- damping / Damping
- kinematic actors / Kinematic actors
- sleeping state / Sleeping state
- solver accuracy / Solver accuracy
S
- scene
- creating / Creating scene
- scene queries
- raycast queries / Raycast queries
- sweep queries / Sweep queries
- overlap queries / Overlap queries
- setKinematicTarget() function
- about / Kinematic actors
- setLimit() function / Revolute joints
- about / Prismatic joints
- SetLimitCone() function
- about / Spherical joints
- setMaxDistance() function / Distance joints
- setMinDistance() function / Distance joints
- setMotion() function
- about / D6 joints
- setPrismaticJointFlag()
- about / Prismatic joints
- setRevoluteJointFlag() / Revolute joints
- setSphericalJointFlag()
- about / Spherical joints
- shapes
- about / Shapes
- shapes, character controller
- about / Shapes of a character controller
- box shape / Shapes of a character controller
- capsule shape / Shapes of a character controller
- simulation events
- about / Simulation event
- trigger event / Trigger event
- contact event / Contact event
- size, character controller
- updating / Size update
- sleeping state
- about / Sleeping state
- slope limit, character controller
- about / Slope limit
- sphere geometry
- about / Sphere
- spherical joint
- about / Joints in PhysX, Spherical joints
- code snippet, for creating / Spherical joints
- sweep() function
- about / Sweep queries
- using / Sweep queries
- example / Sweep queries
- Sweep-and-prune (SAP)
- about / Sweep-and-prune (SAP)
- sweep queries
- about / Sweep queries
- modes / Sweep queries
T
- torque
- about / Force and Torque
- trigger shape
- about / Trigger shapes
V
- VC++ Express 2010
- configuring / Configuring with VC++ Express 2010
- velocity
- about / Velocity