00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H 00032 #define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H 00033 00037 #include "PxPhysXConfig.h" 00038 #include "PxPhysics.h" 00039 #include "PxRigidActor.h" 00040 00041 #if !PX_DOXYGEN 00042 namespace physx 00043 { 00044 #endif 00045 00052 class PxRigidActorExt 00053 { 00054 public: 00055 00086 static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount, 00087 PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) 00088 { 00089 PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, true, shapeFlags); 00090 if(shape) 00091 { 00092 actor.attachShape(*shape); // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor 00093 shape->release(); // if attach fails, we hold the only counted reference, and so this cleans up properly 00094 } 00095 return shape; 00096 } 00097 00127 static PX_FORCE_INLINE PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, const PxMaterial& material, 00128 PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) 00129 { 00130 PxMaterial* materialPtr = const_cast<PxMaterial*>(&material); 00131 return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags); 00132 } 00133 00134 }; 00135 00136 #if !PX_DOXYGEN 00137 } // namespace physx 00138 #endif 00139 00141 #endif