#include <PxRigidActorExt.h>
Static Public Member Functions | |
static PxShape * | createExclusiveShape (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 PxShape * | createExclusiveShape (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. |
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.
Creating compounds with a very large number of shapes may adversely affect performance and stability.
[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 |
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.
Creating compounds with a very large number of shapes may adversely affect performance and stability.
[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 |
References PxRigidActor::attachShape(), PxGetPhysics(), and PxShape::release().