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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxRigidActorExt.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxRigidActorExt.html new file mode 100644 index 00000000..99998fb5 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxRigidActorExt.html @@ -0,0 +1,181 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidActorExt Class Reference</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<div class="contents"> +<h1>PxRigidActorExt Class Reference<br> +<small> +[<a class="el" href="group__extensions.html">Extensions</a>]</small> +</h1><!-- doxytag: class="PxRigidActorExt" -->utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a> and subclasses +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="PxRigidActorExt_8h-source.html">PxRigidActorExt.h</a>></code> +<p> + +<p> +<a href="classPxRigidActorExt-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> +<tr><td></td></tr> +<tr><td colspan="2"><br><h2>Static Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static <a class="el" href="classPxShape.html">PxShape</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html#e708f5ca3fc5f1ce3db14032a89f62b9">createExclusiveShape</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &geometry, <a class="el" href="classPxMaterial.html">PxMaterial</a> *const *materials, PxU16 materialCount, <a class="el" href="classPxFlags.html">PxShapeFlags</a> shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. <a href="#e708f5ca3fc5f1ce3db14032a89f62b9"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_FORCE_INLINE <a class="el" href="classPxShape.html">PxShape</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html#83136f2febcf60ac70f9da3664d1880f">createExclusiveShape</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &geometry, const <a class="el" href="classPxMaterial.html">PxMaterial</a> &material, <a class="el" href="classPxFlags.html">PxShapeFlags</a> shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. <a href="#83136f2febcf60ac70f9da3664d1880f"></a><br></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a> and subclasses +<p> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a> <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK...">PxRigidStatic</a> <a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects.">PxRigidBody</a> <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body">PxArticulationLink</a> </dd></dl> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="83136f2febcf60ac70f9da3664d1880f"></a><!-- doxytag: member="PxRigidActorExt::createExclusiveShape" ref="83136f2febcf60ac70f9da3664d1880f" args="(PxRigidActor &actor, const PxGeometry &geometry, const PxMaterial &material, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_FORCE_INLINE <a class="el" href="classPxShape.html">PxShape</a>* PxRigidActorExt::createExclusiveShape </td> + <td>(</td> + <td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> & </td> + <td class="paramname"> <em>geometry</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxMaterial.html">PxMaterial</a> & </td> + <td class="paramname"> <em>material</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="classPxFlags.html">PxShapeFlags</a> </td> + <td class="paramname"> <em>shapeFlags</em> = <code>PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE</code></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. +<p> +This is equivalent to the following<p> +PxShape* shape(...) = <a class="el" href="group__physics.html#g824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created.">PxGetPhysics()</a>.createShape(...); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1<p> +As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.<p> +<dl class="note" compact><dt><b>Note:</b></dt><dd>The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes.">PxShapeFlag</a>). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> instances.<p> +Creating compounds with a very large number of shapes may adversely affect performance and stability.</dd></dl> +<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which to attach the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>geometry</em> </td><td>the geometry of the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>material</em> </td><td>the material for the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shapeFlags</em> </td><td>optional PxShapeFlags</td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>The newly created shape.</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> <a class="el" href="classPxShape.html#165dc6eaf5c58997b90b06176220be37" title="Decrements the reference count of a shape and releases it if the new reference count...">PxShape::release()</a>, <a class="el" href="classPxPhysics.html#bc564607f208cbc1944880172a3d62fe" title="Creates a shape which may be attached to multiple actors.">PxPhysics::createShape()</a>, <a class="el" href="classPxRigidActor.html#17c7ab7d692e4b3b8239216aa0d6eeb7">PxRigidActor::attachShape()</a> </dd></dl> + +</div> +</div><p> +<a class="anchor" name="e708f5ca3fc5f1ce3db14032a89f62b9"></a><!-- doxytag: member="PxRigidActorExt::createExclusiveShape" ref="e708f5ca3fc5f1ce3db14032a89f62b9" args="(PxRigidActor &actor, const PxGeometry &geometry, PxMaterial *const *materials, PxU16 materialCount, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static <a class="el" href="classPxShape.html">PxShape</a>* PxRigidActorExt::createExclusiveShape </td> + <td>(</td> + <td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> & </td> + <td class="paramname"> <em>geometry</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> *const * </td> + <td class="paramname"> <em>materials</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">PxU16 </td> + <td class="paramname"> <em>materialCount</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="classPxFlags.html">PxShapeFlags</a> </td> + <td class="paramname"> <em>shapeFlags</em> = <code>PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE</code></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. +<p> +This is equivalent to the following<p> +PxShape* shape(...) = <a class="el" href="group__physics.html#g824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created.">PxGetPhysics()</a>.createShape(...); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1<p> +As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.<p> +<dl class="note" compact><dt><b>Note:</b></dt><dd>The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes.">PxShapeFlag</a>). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> instances.<p> +Creating compounds with a very large number of shapes may adversely affect performance and stability.</dd></dl> +<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which to attach the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>geometry</em> </td><td>the geometry of the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>materials</em> </td><td>a pointer to an array of material pointers </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>materialCount</em> </td><td>the count of materials </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shapeFlags</em> </td><td>optional PxShapeFlags</td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>The newly created shape.</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> <a class="el" href="classPxShape.html#165dc6eaf5c58997b90b06176220be37" title="Decrements the reference count of a shape and releases it if the new reference count...">PxShape::release()</a>, <a class="el" href="classPxPhysics.html#bc564607f208cbc1944880172a3d62fe" title="Creates a shape which may be attached to multiple actors.">PxPhysics::createShape()</a>, <a class="el" href="classPxRigidActor.html#17c7ab7d692e4b3b8239216aa0d6eeb7">PxRigidActor::attachShape()</a> </dd></dl> + +<p>References <a class="el" href="classPxRigidActor.html#17c7ab7d692e4b3b8239216aa0d6eeb7">PxRigidActor::attachShape()</a>, <a class="el" href="group__physics.html#g824f991be62d7c28eadf32316562408f">PxGetPhysics()</a>, and <a class="el" href="classPxShape.html#165dc6eaf5c58997b90b06176220be37">PxShape::release()</a>.</p> + +</div> +</div><p> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="PxRigidActorExt_8h-source.html">PxRigidActorExt.h</a></ul> +</div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |