PxRigidActorExt Class Reference
[Extensions]

utility functions for use with PxRigidActor and subclasses More...

#include <PxRigidActorExt.h>

List of all members.

Static Public Member Functions

static PxShapecreateExclusiveShape (PxRigidActor &actor, const PxGeometry &geometry, PxMaterial *const *materials, PxU16 materialCount, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)
 Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor.
static PX_FORCE_INLINE PxShapecreateExclusiveShape (PxRigidActor &actor, const PxGeometry &geometry, const PxMaterial &material, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)
 Creates a new shape with default properties and a single material adds it to the list of shapes of this actor.


Detailed Description

utility functions for use with PxRigidActor and subclasses

See also:
PxRigidActor PxRigidStatic PxRigidBody PxRigidDynamic PxArticulationLink

Member Function Documentation

static PX_FORCE_INLINE PxShape* PxRigidActorExt::createExclusiveShape ( PxRigidActor actor,
const PxGeometry geometry,
const PxMaterial material,
PxShapeFlags  shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE 
) [inline, static]

Creates a new shape with default properties and a single material adds it to the list of shapes of this actor.

This is equivalent to the following

PxShape* shape(...) = PxGetPhysics().createShape(...); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1

As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.

Note:
The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see PxShapeFlag). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic PxRigidDynamic instances.

Creating compounds with a very large number of shapes may adversely affect performance and stability.

Sleeping: Does NOT wake the actor up automatically.

Parameters:
[in] actor the actor to which to attach the shape
[in] geometry the geometry of the shape
[in] material the material for the shape
[in] shapeFlags optional PxShapeFlags
Returns:
The newly created shape.
See also:
PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape()

static PxShape* PxRigidActorExt::createExclusiveShape ( PxRigidActor actor,
const PxGeometry geometry,
PxMaterial *const *  materials,
PxU16  materialCount,
PxShapeFlags  shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE 
) [inline, static]

Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor.

This is equivalent to the following

PxShape* shape(...) = PxGetPhysics().createShape(...); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1

As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.

Note:
The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see PxShapeFlag). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic PxRigidDynamic instances.

Creating compounds with a very large number of shapes may adversely affect performance and stability.

Sleeping: Does NOT wake the actor up automatically.

Parameters:
[in] actor the actor to which to attach the shape
[in] geometry the geometry of the shape
[in] materials a pointer to an array of material pointers
[in] materialCount the count of materials
[in] shapeFlags optional PxShapeFlags
Returns:
The newly created shape.
See also:
PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape()

References PxRigidActor::attachShape(), PxGetPhysics(), and PxShape::release().


The documentation for this class was generated from the following file:


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