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<div class="header">
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<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="classPxRigidActorExt-members.html">List of all members</a> </div>
<div class="headertitle">
<div class="title">PxRigidActorExt Class Reference<div class="ingroups"><a class="el" href="group__extensions.html">Extensions</a></div></div> </div>
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<p>utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> and subclasses
<a href="classPxRigidActorExt.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PxRigidActorExt_8h_source.html">PxRigidActorExt.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:ae708f5ca3fc5f1ce3db14032a89f62b9"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classPxShape.html">PxShape</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html#ae708f5ca3fc5f1ce3db14032a89f62b9">createExclusiveShape</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="classPxMaterial.html">PxMaterial</a> *const *materials, PxU16 materialCount, <a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a> shapeFlags=<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a>)</td></tr>
<tr class="memdesc:ae708f5ca3fc5f1ce3db14032a89f62b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. <a href="#ae708f5ca3fc5f1ce3db14032a89f62b9">More...</a><br /></td></tr>
<tr class="separator:ae708f5ca3fc5f1ce3db14032a89f62b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a83136f2febcf60ac70f9da3664d1880f"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="classPxShape.html">PxShape</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html#a83136f2febcf60ac70f9da3664d1880f">createExclusiveShape</a> (<a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;<a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, const <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;material, <a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a> shapeFlags=<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>|<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a>)</td></tr>
<tr class="memdesc:a83136f2febcf60ac70f9da3664d1880f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. <a href="#a83136f2febcf60ac70f9da3664d1880f">More...</a><br /></td></tr>
<tr class="separator:a83136f2febcf60ac70f9da3664d1880f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa9a87cc3fb664926a444280bfb1ebe43"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classPxBounds3.html">PxBounds3</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActorExt.html#aa9a87cc3fb664926a444280bfb1ebe43">getRigidActorShapeLocalBoundsList</a> (const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;actor, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &amp;numBounds)</td></tr>
<tr class="memdesc:aa9a87cc3fb664926a444280bfb1ebe43"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gets a list of bounds based on shapes in rigid actor. This list can be used to cook/create bounding volume hierarchy though <a class="el" href="classPxCooking.html">PxCooking</a> API. <a href="#aa9a87cc3fb664926a444280bfb1ebe43">More...</a><br /></td></tr>
<tr class="separator:aa9a87cc3fb664926a444280bfb1ebe43"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>utility functions for use with <a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> and subclasses </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...">PxRigidActor</a> <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> <a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. ">PxRigidBody</a> <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body ">PxArticulationLink</a> </dd></dl>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="ae708f5ca3fc5f1ce3db14032a89f62b9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ae708f5ca3fc5f1ce3db14032a89f62b9">&#9670;&nbsp;</a></span>createExclusiveShape() <span class="overload">[1/2]</span></h2>
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<td class="memname">static <a class="el" href="classPxShape.html">PxShape</a>* PxRigidActorExt::createExclusiveShape </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
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<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geometry</em>, </td>
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<td></td>
<td class="paramtype"><a class="el" href="classPxMaterial.html">PxMaterial</a> *const *&#160;</td>
<td class="paramname"><em>materials</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">PxU16&#160;</td>
<td class="paramname"><em>materialCount</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a>&#160;</td>
<td class="paramname"><em>shapeFlags</em> = <code><a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a></code>&#160;</td>
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<td>)</td>
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<p>Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. </p>
<p>This is equivalent to the following</p>
<p>PxShape* shape(...) = <a class="el" href="group__physics.html#ga824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created. ">PxGetPhysics()</a>.createShape(...); // reference count is 1 actor-&gt;attachShape(shape); // increments reference count shape-&gt;release(); // releases user reference, leaving reference count at 1</p>
<p>As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.</p>
<dl class="section note"><dt>Note</dt><dd>The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a>). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> instances.</dd>
<dd>
Creating compounds with a very large number of shapes may adversely affect performance and stability.</dd></dl>
<p><b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>the actor to which to attach the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>the geometry of the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">materials</td><td>a pointer to an array of material pointers </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">materialCount</td><td>the count of materials </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeFlags</td><td>optional PxShapeFlags</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The newly created shape.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> <a class="el" href="classPxShape.html#a165dc6eaf5c58997b90b06176220be37" title="Decrements the reference count of a shape and releases it if the new reference count is zero...">PxShape::release()</a>, <a class="el" href="classPxPhysics.html#abc564607f208cbc1944880172a3d62fe" title="Creates a shape which may be attached to multiple actors. ">PxPhysics::createShape()</a>, <a class="el" href="classPxRigidActor.html#a022e098ea67bc8ec87f93c2f18a4db6f">PxRigidActor::attachShape()</a> </dd></dl>
<p class="reference">References <a class="el" href="classPxRigidActor.html#a022e098ea67bc8ec87f93c2f18a4db6f">PxRigidActor::attachShape()</a>, <a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>, <a class="el" href="group__physics.html#ga824f991be62d7c28eadf32316562408f">PxGetPhysics()</a>, and <a class="el" href="classPxShape.html#a165dc6eaf5c58997b90b06176220be37">PxShape::release()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a83136f2febcf60ac70f9da3664d1880f">&#9670;&nbsp;</a></span>createExclusiveShape() <span class="overload">[2/2]</span></h2>
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<td class="memname">static <a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="classPxShape.html">PxShape</a>* PxRigidActorExt::createExclusiveShape </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;&#160;</td>
<td class="paramname"><em>actor</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> &amp;&#160;</td>
<td class="paramname"><em>geometry</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classPxMaterial.html">PxMaterial</a> &amp;&#160;</td>
<td class="paramname"><em>material</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="group__physics.html#ga18053d8127ddb5ed5609e4c748b6ad0d">PxShapeFlags</a>&#160;</td>
<td class="paramname"><em>shapeFlags</em> = <code><a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa1b3a6f33eb84ee2dc74eac63aa86f2a4">PxShapeFlag::eVISUALIZATION</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aabc7ec24b00ed57f3914482f0706c6273">PxShapeFlag::eSCENE_QUERY_SHAPE</a>&#160;|&#160;<a class="el" href="structPxShapeFlag.html#a6edb481aaa3a998c5d6dd3fc4ad87f1aa7fa4fea0eecda9cc80a7aaa11a22df52">PxShapeFlag::eSIMULATION_SHAPE</a></code>&#160;</td>
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<td>)</td>
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<p>Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. </p>
<p>This is equivalent to the following</p>
<p>PxShape* shape(...) = <a class="el" href="group__physics.html#ga824f991be62d7c28eadf32316562408f" title="Retrieves the Physics SDK after it has been created. ">PxGetPhysics()</a>.createShape(...); // reference count is 1 actor-&gt;attachShape(shape); // increments reference count shape-&gt;release(); // releases user reference, leaving reference count at 1</p>
<p>As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted.</p>
<dl class="section note"><dt>Note</dt><dd>The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see <a class="el" href="structPxShapeFlag.html" title="Flags which affect the behavior of PxShapes. ">PxShapeFlag</a>). Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for non-kinematic <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> instances.</dd>
<dd>
Creating compounds with a very large number of shapes may adversely affect performance and stability.</dd></dl>
<p><b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>the actor to which to attach the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">geometry</td><td>the geometry of the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">material</td><td>the material for the shape </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">shapeFlags</td><td>optional PxShapeFlags</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>The newly created shape.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> <a class="el" href="classPxShape.html#a165dc6eaf5c58997b90b06176220be37" title="Decrements the reference count of a shape and releases it if the new reference count is zero...">PxShape::release()</a>, <a class="el" href="classPxPhysics.html#abc564607f208cbc1944880172a3d62fe" title="Creates a shape which may be attached to multiple actors. ">PxPhysics::createShape()</a>, <a class="el" href="classPxRigidActor.html#a022e098ea67bc8ec87f93c2f18a4db6f">PxRigidActor::attachShape()</a> </dd></dl>
<p class="reference">References <a class="el" href="PxGeometryHelpers_8h.html#aa55209c75b105f03f459417b08801e69">geometry</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#aa9a87cc3fb664926a444280bfb1ebe43">&#9670;&nbsp;</a></span>getRigidActorShapeLocalBoundsList()</h2>
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<td class="memname">static <a class="el" href="classPxBounds3.html">PxBounds3</a>* PxRigidActorExt::getRigidActorShapeLocalBoundsList </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &amp;&#160;</td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> &amp;&#160;</td>
<td class="paramname"><em>numBounds</em>&#160;</td>
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<td>)</td>
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<span class="mlabels"><span class="mlabel">static</span></span> </td>
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<p>Gets a list of bounds based on shapes in rigid actor. This list can be used to cook/create bounding volume hierarchy though <a class="el" href="classPxCooking.html">PxCooking</a> API. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">actor</td><td>The actor from which the bounds list is retrieved. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">numBounds</td><td>Number of bounds in returned list.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a> <a class="el" href="classPxBVHStructure.html" title="Class representing the bounding volume hierarchy structure. ">PxBVHStructure</a> <a class="el" href="classPxCooking.html#a01b34335201c811f44860350c32dcb26" title="Cooks and creates a bounding volume hierarchy structure and inserts it into PxPhysics. ">PxCooking::createBVHStructure</a> <a class="el" href="classPxCooking.html#a752ac4ca176e46b0b73c40c6bc4a6e82" title="Cooks a bounding volume hierarchy structure. The results are written to the stream. ">PxCooking::cookBVHStructure</a> </dd></dl>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxRigidActorExt_8h_source.html">PxRigidActorExt.h</a></li>
</ul>
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