31 #ifndef PX_PHYSICS_NX_AGGREGATE 32 #define PX_PHYSICS_NX_AGGREGATE 82 virtual void release() = 0;
118 virtual bool removeActor(
PxActor& actor) = 0;
158 virtual PxU32 getNbActors()
const = 0;
167 virtual PxU32 getMaxNbActors()
const = 0;
190 virtual PxScene* getScene() = 0;
197 virtual bool getSelfCollision()
const = 0;
Definition: GuContactBuffer.h:37
A scene is a collection of bodies and constraints which can interact.
Definition: PxScene.h:169
PxActor is the base class for the main simulation objects in the physics SDK.
Definition: PxActor.h:154
virtual bool isKindOf(const char *superClass) const
Returns whether a given type name matches with the type of this instance.
Definition: PxBase.h:178
virtual const char * getConcreteTypeName() const
Returns string name of dynamic type.
Definition: PxAggregate.h:199
PxU16 PxType
Definition: PxBase.h:49
virtual ~PxAggregate()
Definition: PxAggregate.h:204
PX_INLINE PxAggregate(PxBaseFlags baseFlags)
Definition: PxAggregate.h:203
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition: PxAggregate.h:205
a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...
Definition: PxArticulationBase.h:56
Class to aggregate actors into a single broad-phase entry.
Definition: PxAggregate.h:70
uint32_t PxU32
Definition: Px.h:48
Class representing the bounding volume hierarchy structure.
Definition: PxBVHStructure.h:57
Base class for objects that can be members of a PxCollection.
Definition: PxBase.h:73
#define PX_INLINE
Definition: PxPreprocessor.h:336
PX_INLINE PxAggregate(PxType concreteType, PxBaseFlags baseFlags)
Definition: PxAggregate.h:202