+#include <PxRigidActorExt.h>
+
+ +
Static Public Member Functions | |
| static PxShape * | createExclusiveShape (PxRigidActor &actor, const PxGeometry &geometry, PxMaterial *const *materials, PxU16 materialCount, PxShapeFlags shapeFlags=PxShapeFlag::eVISUALIZATION|PxShapeFlag::eSCENE_QUERY_SHAPE|PxShapeFlag::eSIMULATION_SHAPE) |
| Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. | |
| 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) |
| Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. | |
+
+| static PX_FORCE_INLINE PxShape* PxRigidActorExt::createExclusiveShape | +( | +PxRigidActor & | +actor, | +|
| + | + | const PxGeometry & | +geometry, | +|
| + | + | const PxMaterial & | +material, | +|
| + | + | PxShapeFlags | + shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE | + |
| + | ) | + [inline, static] |
+
+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.
+
+Creating compounds with a very large number of shapes may adversely affect performance and stability.
+
| [in] | actor | the actor to which to attach the shape |
| [in] | geometry | the geometry of the shape |
| [in] | material | the material for the shape |
| [in] | shapeFlags | optional PxShapeFlags |
| static PxShape* PxRigidActorExt::createExclusiveShape | +( | +PxRigidActor & | +actor, | +|
| + | + | const PxGeometry & | +geometry, | +|
| + | + | PxMaterial *const * | +materials, | +|
| + | + | PxU16 | +materialCount, | +|
| + | + | PxShapeFlags | + shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE | + |
| + | ) | + [inline, static] |
+
+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.
+
+Creating compounds with a very large number of shapes may adversely affect performance and stability.
+
| [in] | actor | the actor to which to attach the shape |
| [in] | geometry | the geometry of the shape |
| [in] | materials | a pointer to an array of material pointers |
| [in] | materialCount | the count of materials |
| [in] | shapeFlags | optional PxShapeFlags |
References PxRigidActor::attachShape(), PxGetPhysics(), and PxShape::release().
+ ++