31 #ifndef PX_PHYSICS_NX_RIGIDACTOR 32 #define PX_PHYSICS_NX_RIGIDACTOR 77 virtual void release() = 0;
120 virtual void setGlobalPose(
const PxTransform& pose,
bool autowake =
true) = 0;
145 virtual bool attachShape(
PxShape& shape) = 0;
158 virtual void detachShape(
PxShape& shape,
bool wakeOnLostTouch =
true) = 0;
170 virtual PxU32 getNbShapes()
const = 0;
205 virtual PxU32 getNbConstraints()
const = 0;
Definition: GuContactBuffer.h:37
virtual ~PxRigidActor()
Definition: PxRigidActor.h:227
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition: PxActor.h:320
PxActor is the base class for the main simulation objects in the physics SDK.
Definition: PxActor.h:154
Abstract class for collision shapes.
Definition: PxShape.h:142
A geometry object.
Definition: PxGeometry.h:75
PxU16 PxType
Definition: PxBase.h:49
PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...
Definition: PxRigidActor.h:58
PX_INLINE PxRigidActor(PxType concreteType, PxBaseFlags baseFlags)
Definition: PxRigidActor.h:225
PX_INLINE PxRigidActor(PxBaseFlags baseFlags)
Definition: PxRigidActor.h:226
A plugin class for implementing constraints.
Definition: PxConstraint.h:108
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition: PxRigidActor.h:228
Material class to represent a set of surface properties.
Definition: PxMaterial.h:143
uint32_t PxU32
Definition: Px.h:48
Class representing the bounding volume hierarchy structure.
Definition: PxBVHStructure.h:57
#define PX_INLINE
Definition: PxPreprocessor.h:336