PxRigidActorExt#
Defined in include/extensions/PxRigidActorExt.h
- 
class PxRigidActorExt#
- utility functions for use with PxRigidActor and subclasses - Public Static Functions - static inline PxShape *createExclusiveShape(
- PxRigidActor &actor,
- const PxGeometry &geometry,
- PxMaterial *const *materials,
- PxU16 materialCount,
- PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE,
- Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. - This is equivalent to the following - PxShape* shape(…) = PxGetPhysics().createShape(…); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1 - As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted. - Sleeping: Does NOT wake the actor up automatically. - Note - The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see PxShapeFlag). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic PxRigidDynamic instances. - Note - Creating compounds with a very large number of shapes may adversely affect performance and stability. - Parameters:
- actor – [in] the actor to which to attach the shape 
- geometry – [in] the geometry of the shape 
- materials – [in] a pointer to an array of material pointers 
- materialCount – [in] the count of materials 
- shapeFlags – [in] optional PxShapeFlags 
 
- Returns:
- The newly created shape. 
 
 
 - static inline PxShape *createExclusiveShape(
- PxRigidActor &actor,
- const PxGeometry &geometry,
- const PxMaterial &material,
- PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE,
- Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. - This is equivalent to the following - PxShape* shape(…) = PxGetPhysics().createShape(…); // reference count is 1 actor->attachShape(shape); // increments reference count shape->release(); // releases user reference, leaving reference count at 1 - As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted. - Sleeping: Does NOT wake the actor up automatically. - Note - The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see PxShapeFlag). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic PxRigidDynamic instances. - Note - Creating compounds with a very large number of shapes may adversely affect performance and stability. - Parameters:
- actor – [in] the actor to which to attach the shape 
- geometry – [in] the geometry of the shape 
- material – [in] the material for the shape 
- shapeFlags – [in] optional PxShapeFlags 
 
- Returns:
- The newly created shape. 
 
 
 - static PxBounds3 *getRigidActorShapeLocalBoundsList(
- const PxRigidActor &actor,
- PxU32 &numBounds,
- Gets a list of bounds based on shapes in rigid actor. - This list can be used to cook/create bounding volume hierarchy though PxCooking API. - Parameters:
- actor – [in] The actor from which the bounds list is retrieved. 
- numBounds – [out] Number of bounds in returned list. 
 
 
 
 - static PxBVH *createBVHFromActor(
- PxPhysics &physics,
- const PxRigidActor &actor,
- Convenience function to create a PxBVH object from a PxRigidActor. - The computed PxBVH can then be used in PxScene::addActor() or PxAggregate::addActor(). After adding the actor & BVH to the scene/aggregate, release the PxBVH object by calling PxBVH::release(). - See also