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<h1>PxRigidActorExt.h</h1><a href="PxRigidActorExt_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">//  * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">//    notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">//    notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">//    documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">//    contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">//    from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span>
<a name="l00029"></a>00029 
<a name="l00030"></a>00030 
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxPhysics_8h.html">PxPhysics.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxRigidActor_8h.html">PxRigidActor.h</a>"</span>
<a name="l00040"></a>00040 
<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00043"></a>00043 {
<a name="l00044"></a>00044 <span class="preprocessor">#endif</span>
<a name="l00045"></a>00045 <span class="preprocessor"></span>
<a name="l00052"></a><a class="code" href="classPxRigidActorExt.html">00052</a> <span class="keyword">class </span><a class="code" href="classPxRigidActorExt.html" title="utility functions for use with PxRigidActor and subclasses">PxRigidActorExt</a>
<a name="l00053"></a>00053 {
<a name="l00054"></a>00054 <span class="keyword">public</span>:
<a name="l00055"></a>00055 
<a name="l00086"></a><a class="code" href="classPxRigidActorExt.html#e708f5ca3fc5f1ce3db14032a89f62b9">00086</a>     <span class="keyword">static</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* createExclusiveShape(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>&amp; actor, <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">const</span>* materials, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> materialCount, 
<a name="l00087"></a>00087                                          <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>)
<a name="l00088"></a>00088     {
<a name="l00089"></a>00089         <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* shape = <a class="code" href="group__physics.html#g824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created.">PxGetPhysics</a>().createShape(geometry, materials, materialCount, <span class="keyword">true</span>, shapeFlags);
<a name="l00090"></a>00090         <span class="keywordflow">if</span>(shape)
<a name="l00091"></a>00091         {
<a name="l00092"></a>00092             actor.<a class="code" href="classPxRigidActor.html#17c7ab7d692e4b3b8239216aa0d6eeb7">attachShape</a>(*shape);  <span class="comment">// attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor</span>
<a name="l00093"></a>00093             shape-&gt;<a class="code" href="classPxShape.html#165dc6eaf5c58997b90b06176220be37" title="Decrements the reference count of a shape and releases it if the new reference count...">release</a>();       <span class="comment">// if attach fails, we hold the only counted reference, and so this cleans up properly</span>
<a name="l00094"></a>00094         }
<a name="l00095"></a>00095         <span class="keywordflow">return</span> shape;
<a name="l00096"></a>00096     }
<a name="l00097"></a>00097     
<a name="l00127"></a><a class="code" href="classPxRigidActorExt.html#83136f2febcf60ac70f9da3664d1880f">00127</a>     <span class="keyword">static</span> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a>  <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>*    createExclusiveShape(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>&amp; actor, <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <span class="keyword">const</span> <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>&amp; material, 
<a name="l00128"></a>00128                                                              <a class="code" href="classPxFlags.html" title="Container for bitfield flag variables associated with a specific enum type.">PxShapeFlags</a> shapeFlags = <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a1b3a6f33eb84ee2dc74eac63aa86f2a4" title="Enable debug renderer for this shape.">PxShapeFlag::eVISUALIZATION</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a> | <a class="code" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a>)
<a name="l00129"></a>00129     {
<a name="l00130"></a>00130         <a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>* materialPtr = <span class="keyword">const_cast&lt;</span><a class="code" href="classPxMaterial.html" title="Material class to represent a set of surface properties.">PxMaterial</a>*<span class="keyword">&gt;</span>(&amp;material);
<a name="l00131"></a>00131         <span class="keywordflow">return</span> createExclusiveShape(actor, geometry, &amp;materialPtr, 1, shapeFlags);
<a name="l00132"></a>00132     }
<a name="l00133"></a>00133 
<a name="l00134"></a>00134 };
<a name="l00135"></a>00135 
<a name="l00136"></a>00136 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00137"></a>00137 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00138"></a>00138 <span class="preprocessor">#endif</span>
<a name="l00139"></a>00139 <span class="preprocessor"></span>
<a name="l00141"></a>00141 <span class="preprocessor">#endif</span>
</pre></div></div>

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