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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidActorExt Class Reference</title>
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<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>
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<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)" -->
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<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>
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<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>
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<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>
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<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>
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<td></td>
<td>)</td>
<td></td><td></td><td><code> [inline, static]</code></td>
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<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)" -->
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<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>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxU16 </td>
<td class="paramname"> <em>materialCount</em>, </td>
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<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>
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<td></td>
<td>)</td>
<td></td><td></td><td><code> [inline, static]</code></td>
</tr>
</table>
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<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>
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