aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Include/extensions/PxRigidActorExt.h
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/extensions/PxRigidActorExt.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Include/extensions/PxRigidActorExt.h')
-rw-r--r--PhysX_3.4/Include/extensions/PxRigidActorExt.h141
1 files changed, 141 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/extensions/PxRigidActorExt.h b/PhysX_3.4/Include/extensions/PxRigidActorExt.h
new file mode 100644
index 00000000..b9af390f
--- /dev/null
+++ b/PhysX_3.4/Include/extensions/PxRigidActorExt.h
@@ -0,0 +1,141 @@
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H
+#define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H
+/** \addtogroup extensions
+ @{
+*/
+
+#include "PxPhysXConfig.h"
+#include "PxPhysics.h"
+#include "PxRigidActor.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+/**
+\brief utility functions for use with PxRigidActor and subclasses
+
+@see PxRigidActor PxRigidStatic PxRigidBody PxRigidDynamic PxArticulationLink
+*/
+
+class PxRigidActorExt
+{
+public:
+
+ /**
+ \brief 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.
+
+ \note The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see #PxShapeFlag).
+ Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for
+ non-kinematic PxRigidDynamic instances.
+
+ \note Creating compounds with a very large number of shapes may adversely affect performance and stability.
+
+ <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
+
+ \param[in] actor the actor to which to attach the shape
+ \param[in] geometry the geometry of the shape
+ \param[in] materials a pointer to an array of material pointers
+ \param[in] materialCount the count of materials
+ \param[in] shapeFlags optional PxShapeFlags
+
+ \return The newly created shape.
+
+ @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape()
+ */
+
+ static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount,
+ PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE)
+ {
+ PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, true, shapeFlags);
+ if(shape)
+ {
+ actor.attachShape(*shape); // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor
+ shape->release(); // if attach fails, we hold the only counted reference, and so this cleans up properly
+ }
+ return shape;
+ }
+
+ /**
+ \brief 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.
+
+ \note The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see #PxShapeFlag).
+ Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for
+ non-kinematic PxRigidDynamic instances.
+
+ \note Creating compounds with a very large number of shapes may adversely affect performance and stability.
+
+ <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
+
+ \param[in] actor the actor to which to attach the shape
+ \param[in] geometry the geometry of the shape
+ \param[in] material the material for the shape
+ \param[in] shapeFlags optional PxShapeFlags
+
+ \return The newly created shape.
+
+ @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape()
+ */
+
+ 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)
+ {
+ PxMaterial* materialPtr = const_cast<PxMaterial*>(&material);
+ return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags);
+ }
+
+};
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif