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Class to aggregate actors into a single broad-phase entry. More...
#include <PxAggregate.h>
Public Member Functions | |
virtual void | release ()=0 |
Deletes the aggregate object. More... | |
virtual bool | addActor (PxActor &actor, const PxBVHStructure *bvhStructure=NULL)=0 |
Adds an actor to the aggregate object. More... | |
virtual bool | removeActor (PxActor &actor)=0 |
Removes an actor from the aggregate object. More... | |
virtual bool | addArticulation (PxArticulationBase &articulation)=0 |
Adds an articulation to the aggregate object. More... | |
virtual bool | removeArticulation (PxArticulationBase &articulation)=0 |
Removes an articulation from the aggregate object. More... | |
virtual PxU32 | getNbActors () const =0 |
Returns the number of actors contained in the aggregate. More... | |
virtual PxU32 | getMaxNbActors () const =0 |
Retrieves max amount of actors that can be contained in the aggregate. More... | |
virtual PxU32 | getActors (PxActor **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
Retrieve all actors contained in the aggregate. More... | |
virtual PxScene * | getScene ()=0 |
Retrieves the scene which this aggregate belongs to. More... | |
virtual bool | getSelfCollision () const =0 |
Retrieves aggregate's self-collision flag. More... | |
virtual const char * | getConcreteTypeName () const |
Returns string name of dynamic type. More... | |
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template<class T > | |
T * | is () |
template<class T > | |
const T * | is () const |
PX_FORCE_INLINE PxType | getConcreteType () const |
Returns concrete type of object. More... | |
PX_FORCE_INLINE void | setBaseFlag (PxBaseFlag::Enum flag, bool value) |
Set PxBaseFlag. More... | |
PX_FORCE_INLINE void | setBaseFlags (PxBaseFlags inFlags) |
Set PxBaseFlags. More... | |
PX_FORCE_INLINE PxBaseFlags | getBaseFlags () const |
Returns PxBaseFlags. More... | |
virtual bool | isReleasable () const |
Whether the object is subordinate. More... | |
Protected Member Functions | |
PX_INLINE | PxAggregate (PxType concreteType, PxBaseFlags baseFlags) |
PX_INLINE | PxAggregate (PxBaseFlags baseFlags) |
virtual | ~PxAggregate () |
virtual bool | isKindOf (const char *name) const |
Returns whether a given type name matches with the type of this instance. More... | |
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PX_INLINE | PxBase (PxType concreteType, PxBaseFlags baseFlags) |
Constructor setting concrete type and base flags. More... | |
PX_INLINE | PxBase (PxBaseFlags baseFlags) |
Deserialization constructor setting base flags. More... | |
virtual | ~PxBase () |
Destructor. More... | |
template<class T > | |
bool | typeMatch () const |
Additional Inherited Members | |
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PxType | mConcreteType |
PxBaseFlags | mBaseFlags |
Class to aggregate actors into a single broad-phase entry.
A PxAggregate object is a collection of PxActors, which will exist as a single entry in the broad-phase structures. This has 3 main benefits:
1) it reduces "broad phase pollution" by allowing a collection of spatially coherent broad-phase entries to be replaced by a single aggregated entry (e.g. a ragdoll or a single actor with a large number of attached shapes).
2) it reduces broad-phase memory usage
3) filtering can be optimized a lot if self-collisions within an aggregate are not needed. For example if you don't need collisions between ragdoll bones, it's faster to simply disable filtering once and for all, for the aggregate containing the ragdoll, rather than filtering out each bone-bone collision in the filter shader.
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inlineprotected |
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inlineprotected |
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inlineprotectedvirtual |
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pure virtual |
Adds an actor to the aggregate object.
A warning is output if the total number of actors is reached, or if the incoming actor already belongs to an aggregate.
If the aggregate belongs to a scene, adding an actor to the aggregate also adds the actor to that scene.
If the actor already belongs to a scene, a warning is output and the call is ignored. You need to remove the actor from the scene first, before adding it to the aggregate.
[in] | actor | The actor that should be added to the aggregate |
[in] | bvhStructure | BVHStructure for actor shapes. return true if success |
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pure virtual |
Adds an articulation to the aggregate object.
A warning is output if the total number of actors is reached (every articulation link counts as an actor), or if the incoming articulation already belongs to an aggregate.
If the aggregate belongs to a scene, adding an articulation to the aggregate also adds the articulation to that scene.
If the articulation already belongs to a scene, a warning is output and the call is ignored. You need to remove the articulation from the scene first, before adding it to the aggregate.
[in] | articulation | The articulation that should be added to the aggregate return true if success |
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pure virtual |
Retrieve all actors contained in the aggregate.
You can retrieve the number of actor pointers by calling getNbActors()
[out] | userBuffer | The buffer to store the actor pointers. |
[in] | bufferSize | Size of provided user buffer. |
[in] | startIndex | Index of first actor pointer to be retrieved |
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inlinevirtual |
Returns string name of dynamic type.
Implements PxBase.
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pure virtual |
Retrieves max amount of actors that can be contained in the aggregate.
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pure virtual |
Returns the number of actors contained in the aggregate.
You can use getActors() to retrieve the actor pointers.
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pure virtual |
Retrieves the scene which this aggregate belongs to.
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pure virtual |
Retrieves aggregate's self-collision flag.
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inlineprotectedvirtual |
Returns whether a given type name matches with the type of this instance.
Reimplemented from PxBase.
References PxBase::isKindOf().
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pure virtual |
Deletes the aggregate object.
Deleting the PxAggregate object does not delete the aggregated actors. If the PxAggregate object belongs to a scene, the aggregated actors are automatically re-inserted in that scene. If you intend to delete both the PxAggregate and its actors, it is best to release the actors first, then release the PxAggregate when it is empty.
Implements PxBase.
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pure virtual |
Removes an actor from the aggregate object.
A warning is output if the incoming actor does not belong to the aggregate. Otherwise the actor is removed from the aggregate. If the aggregate belongs to a scene, the actor is reinserted in that scene. If you intend to delete the actor, it is best to call PxActor::release() directly. That way the actor will be automatically removed from its aggregate (if any) and not reinserted in a scene.
[in] | actor | The actor that should be removed from the aggregate return true if success |
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pure virtual |
Removes an articulation from the aggregate object.
A warning is output if the incoming articulation does not belong to the aggregate. Otherwise the articulation is removed from the aggregate. If the aggregate belongs to a scene, the articulation is reinserted in that scene. If you intend to delete the articulation, it is best to call PxArticulation::release() directly. That way the articulation will be automatically removed from its aggregate (if any) and not reinserted in a scene.
[in] | articulation | The articulation that should be removed from the aggregate return true if success |