include/extensions/PxRigidActorExt.h
File members: include/extensions/PxRigidActorExt.h
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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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