From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001
From: git perforce import user
Date: Tue, 25 Oct 2016 12:29:14 -0600
Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @
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+ PxRigidActorExt.h
Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you +00002 // under a form of NVIDIA software license agreement provided separately to you. +00003 // +00004 // Notice +00005 // NVIDIA Corporation and its licensors retain all intellectual property and +00006 // proprietary rights in and to this software and related documentation and +00007 // any modifications thereto. Any use, reproduction, disclosure, or +00008 // distribution of this software and related documentation without an express +00009 // license agreement from NVIDIA Corporation is strictly prohibited. +00010 // +00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +00015 // +00016 // Information and code furnished is believed to be accurate and reliable. +00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +00018 // information or for any infringement of patents or other rights of third parties that may +00019 // result from its use. No license is granted by implication or otherwise under any patent +00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. +00021 // This code supersedes and replaces all information previously supplied. +00022 // NVIDIA Corporation products are not authorized for use as critical +00023 // components in life support devices or systems without express written approval of +00024 // NVIDIA Corporation. +00025 // +00026 // Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. +00029 +00030 +00031 #ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H +00032 #define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H +00033 +00037 #include "PxPhysXConfig.h" +00038 #include "PxPhysics.h" +00039 #include "PxRigidActor.h" +00040 +00041 #if !PX_DOXYGEN +00042 namespace physx +00043 { +00044 #endif +00045 +00052 class PxRigidActorExt +00053 { +00054 public: +00055 +00086 static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount, +00087 PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) +00088 { +00089 PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, true, shapeFlags); +00090 if(shape) +00091 { +00092 actor.attachShape(*shape); // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor +00093 shape->release(); // if attach fails, we hold the only counted reference, and so this cleans up properly +00094 } +00095 return shape; +00096 } +00097 +00127 static PX_FORCE_INLINE PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, const PxMaterial& material, +00128 PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) +00129 { +00130 PxMaterial* materialPtr = const_cast<PxMaterial*>(&material); +00131 return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags); +00132 } +00133 +00134 }; +00135 +00136 #if !PX_DOXYGEN +00137 } // namespace physx +00138 #endif +00139 +00141 #endif +