include/extensions/PxRigidActorExt.h

File members: include/extensions/PxRigidActorExt.h

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#ifndef PX_RIGID_ACTOR_EXT_H
#define PX_RIGID_ACTOR_EXT_H
#include "PxPhysXConfig.h"
#include "PxPhysics.h"
#include "PxRigidActor.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

class PxBVH;

class PxRigidActorExt
{
public:

    static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount,
                                         PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE)
    {
        PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, true, shapeFlags);
        if(shape)
        {
            bool status = actor.attachShape(*shape);    // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor
            shape->release();       // if attach fails, we hold the only counted reference, and so this cleans up properly
            if(!status)
                shape = NULL;
        }
        return shape;
    }

    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)
    {
        PxMaterial* materialPtr = const_cast<PxMaterial*>(&material);
        return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags);
    }

    static PxBounds3*   getRigidActorShapeLocalBoundsList(const PxRigidActor& actor, PxU32& numBounds);

    static PxBVH* createBVHFromActor(PxPhysics& physics, const PxRigidActor& actor);
};

#if !PX_DOXYGEN
} // namespace physx
#endif

#endif