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All rights reserved. #ifndef PX_RIGID_ACTOR_EXT_H #define PX_RIGID_ACTOR_EXT_H /** \addtogroup extensions @{ */ #include "PxPhysXConfig.h" #include "PxPhysics.h" #include "PxRigidActor.h" #if !PX_DOXYGEN namespace physx { #endif class PxBVH; class PxCooking; /** \brief utility functions for use with PxRigidActor and subclasses @see PxRigidActor PxRigidStatic PxRigidBody PxRigidDynamic PxArticulationLink */ class PxRigidActorExt { public: /** \brief 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. \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. Sleeping: Does NOT wake the actor up automatically. \param[in] actor the actor to which to attach the shape \param[in] geometry the geometry of the shape \param[in] materials a pointer to an array of material pointers \param[in] materialCount the count of materials \param[in] shapeFlags optional PxShapeFlags \return The newly created shape. @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape() */ 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; } /** \brief 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. \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. Sleeping: Does NOT wake the actor up automatically. \param[in] actor the actor to which to attach the shape \param[in] geometry the geometry of the shape \param[in] material the material for the shape \param[in] shapeFlags optional PxShapeFlags \return The newly created shape. @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape() */ 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(&material); return createExclusiveShape(actor, geometry, &materialPtr, 1, shapeFlags); } /** \brief 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. \param[in] actor The actor from which the bounds list is retrieved. \param[out] numBounds Number of bounds in returned list. @see PxShape PxBVH PxCooking::createBVH PxCooking::cookBVH */ static PxBounds3* getRigidActorShapeLocalBoundsList(const PxRigidActor& actor, PxU32& numBounds); /** \brief 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(). \param[in] physics The physics object. The function will retrieve the insertion callback from it. \param[in] actor The actor to compute a PxBVH for. \return The PxBVH for this actor. @see PxBVH PxScene::addActor PxAggregate::addActor */ static PxBVH* createBVHFromActor(PxPhysics& physics, const PxRigidActor& actor); }; #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif