76 lines
2.9 KiB
C++
76 lines
2.9 KiB
C++
// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_RIGID_STATIC_H
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#define PX_RIGID_STATIC_H
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/** \addtogroup physics
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@{
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*/
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#include "PxPhysXConfig.h"
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#include "PxRigidActor.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief PxRigidStatic represents a static rigid body simulation object in the physics SDK.
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PxRigidStatic objects are static rigid physics entities. They shall be used to define solid objects which are fixed in the world.
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<h3>Creation</h3>
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Instances of this class are created by calling #PxPhysics::createRigidStatic() and deleted with #release().
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<h3>Visualizations</h3>
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\li #PxVisualizationParameter::eACTOR_AXES
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@see PxRigidActor PxPhysics.createRigidStatic() release()
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*/
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class PxRigidStatic : public PxRigidActor
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{
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public:
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virtual const char* getConcreteTypeName() const { return "PxRigidStatic"; }
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protected:
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PX_INLINE PxRigidStatic(PxType concreteType, PxBaseFlags baseFlags) : PxRigidActor(concreteType, baseFlags) {}
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PX_INLINE PxRigidStatic(PxBaseFlags baseFlags) : PxRigidActor(baseFlags){}
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virtual ~PxRigidStatic() {}
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virtual bool isKindOf(const char* name) const { return !::strcmp("PxRigidStatic", name) || PxRigidActor::isKindOf(name); }
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};
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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