PxRigidActorExt.h
Go to the documentation of this file.
1 //
2 // Redistribution and use in source and binary forms, with or without
3 // modification, are permitted provided that the following conditions
4 // are met:
5 // * Redistributions of source code must retain the above copyright
6 // notice, this list of conditions and the following disclaimer.
7 // * Redistributions in binary form must reproduce the above copyright
8 // notice, this list of conditions and the following disclaimer in the
9 // documentation and/or other materials provided with the distribution.
10 // * Neither the name of NVIDIA CORPORATION nor the names of its
11 // contributors may be used to endorse or promote products derived
12 // from this software without specific prior written permission.
13 //
14 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
15 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
16 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
17 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
18 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
19 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
20 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
21 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
22 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
23 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
24 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25 //
26 // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
27 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
28 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
29 
30 
31 #ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H
32 #define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H
33 
37 #include "PxPhysXConfig.h"
38 #include "PxPhysics.h"
39 #include "PxRigidActor.h"
40 
41 #if !PX_DOXYGEN
42 namespace physx
43 {
44 #endif
45 
53 {
54 public:
55 
86  static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount,
88  {
89  PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, true, shapeFlags);
90  if(shape)
91  {
92  bool status = actor.attachShape(*shape); // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor
93  shape->release(); // if attach fails, we hold the only counted reference, and so this cleans up properly
94  if(!status)
95  shape = NULL;
96  }
97  return shape;
98  }
99 
131  {
132  PxMaterial* materialPtr = const_cast<PxMaterial*>(&material);
133  return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags);
134  }
135 
136 
146  static PxBounds3* getRigidActorShapeLocalBoundsList(const PxRigidActor& actor, PxU32& numBounds);
147 
148 };
149 
150 #if !PX_DOXYGEN
151 } // namespace physx
152 #endif
153 
155 #endif
Definition: GuContactBuffer.h:37
virtual bool attachShape(PxShape &shape)=0
utility functions for use with PxRigidActor and subclasses
Definition: PxRigidActorExt.h:52
Abstract class for collision shapes.
Definition: PxShape.h:142
#define PX_FORCE_INLINE
Definition: PxPreprocessor.h:351
A geometry object.
Definition: PxGeometry.h:75
The shape will partake in collision in the physical simulation.
Definition: PxShape.h:79
PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...
Definition: PxRigidActor.h:58
The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).
Definition: PxShape.h:84
PxU8 geometry[sizeof(PxGeometry)]
Definition: PxGeometryHelpers.h:215
Enable debug renderer for this shape.
Definition: PxShape.h:113
Class representing 3D range or axis aligned bounding box.
Definition: PxBounds3.h:58
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...
Definition: PxRigidActorExt.h:86
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 th...
Definition: PxRigidActorExt.h:129
Material class to represent a set of surface properties.
Definition: PxMaterial.h:143
PX_C_EXPORT PX_PHYSX_CORE_API physx::PxPhysics &PX_CALL_CONV PxGetPhysics()
Retrieves the Physics SDK after it has been created.
virtual void release()=0
Decrements the reference count of a shape and releases it if the new reference count is zero...
Container for bitfield flag variables associated with a specific enum type.
Definition: PxFlags.h:73
uint16_t PxU16
Definition: PxSimpleTypes.h:73
uint32_t PxU32
Definition: Px.h:48