NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxRigidActorExt.h Source File

NVIDIA PhysX SDK 3.4 API

PxRigidActorExt.h

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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


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