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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/extensions/PxRigidActorExt.h | |
| download | physx-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.h | 141 |
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 |