Searched refs:m_rigidDynamic (Results 1 – 4 of 4) sorted by relevance
39 m_rigidDynamic(0), in URDF2PhysXCachedData()54 physx::PxRigidDynamic* m_rigidDynamic; member659 if ((cache.m_rigidStatic == 0) && (cache.m_rigidDynamic == 0)) in ConvertURDF2PhysXInternal()670 if ((cache.m_rigidStatic == 0) && (cache.m_rigidDynamic == 0)) in ConvertURDF2PhysXInternal()672 cache.m_rigidDynamic = d; in ConvertURDF2PhysXInternal()1032 if (cache.m_rigidDynamic) in URDF2PhysX()1034 scene->addActor(*cache.m_rigidDynamic); in URDF2PhysX()1035 return cache.m_rigidDynamic; in URDF2PhysX()
77 physx::PxRigidDynamic* m_rigidDynamic; member90 m_rigidDynamic = 0; in clear()878 if (body->m_rigidDynamic) in processChangeDynamicsInfoCommand()884 physx::PxRigidBodyExt::updateMassAndInertia(*body->m_rigidDynamic, mass); in processChangeDynamicsInfoCommand()2102 bodyHandle->m_rigidDynamic = rigidDynamic; in processLoadURDFCommand()2303 if (bodyHandle->m_rigidDynamic) in processForwardDynamicsCommand()2304 actor = bodyHandle->m_rigidDynamic; in processForwardDynamicsCommand()