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PhysX4.1/physx/documentation/PhysXAPI/files/classPxRigidActor.html
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classPxRigidActor-members.html">List of all members</a> </div>
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<div class="title">PxRigidActor Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span><div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div> </div>
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<p><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> represents a base class shared between dynamic and static rigid bodies in the physics SDK.
<a href="classPxRigidActor.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="PxRigidActor_8h_source.html">PxRigidActor.h</a>&gt;</code></p>
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Inheritance diagram for PxRigidActor:</div>
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<div class="center"><img src="classPxRigidActor__inherit__graph.png" border="0" usemap="#PxRigidActor_inherit__map" alt="Inheritance graph"/></div>
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<area shape="rect" id="node4" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. " alt="" coords="93,229,191,256"/>
<area shape="rect" id="node7" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. " alt="" coords="215,229,317,256"/>
<area shape="rect" id="node2" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. " alt="" coords="169,80,238,107"/>
<area shape="rect" id="node3" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. " alt="" coords="169,5,237,32"/>
<area shape="rect" id="node5" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body " alt="" coords="5,304,132,331"/>
<area shape="rect" id="node6" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. " alt="" coords="156,304,275,331"/>
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Collaboration diagram for PxRigidActor:</div>
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<div class="center"><img src="classPxRigidActor__coll__graph.png" border="0" usemap="#PxRigidActor_coll__map" alt="Collaboration graph"/></div>
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<area shape="rect" id="node2" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. " alt="" coords="47,185,117,212"/>
<area shape="rect" id="node3" href="classPxBase.html" title="Base class for objects that can be members of a PxCollection. " alt="" coords="48,109,116,136"/>
<area shape="rect" id="node4" href="classPxFlags.html" title="PxFlags\&lt; PxBaseFlag\l::Enum, PxU16 \&gt;" alt="" coords="5,5,159,47"/>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a1130f92afcba590b04b1e51b86f5377a"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a1130f92afcba590b04b1e51b86f5377a">release</a> ()=0</td></tr>
<tr class="memdesc:a1130f92afcba590b04b1e51b86f5377a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Deletes the rigid actor object. <a href="#a1130f92afcba590b04b1e51b86f5377a">More...</a><br /></td></tr>
<tr class="separator:a1130f92afcba590b04b1e51b86f5377a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Global Pose Manipulation</div></td></tr>
<tr class="memitem:a6eb5e3d590e6087c930f8141d40de722"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxTransform.html">PxTransform</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a6eb5e3d590e6087c930f8141d40de722">getGlobalPose</a> () const =0</td></tr>
<tr class="memdesc:a6eb5e3d590e6087c930f8141d40de722"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the actors world space transform. <a href="#a6eb5e3d590e6087c930f8141d40de722">More...</a><br /></td></tr>
<tr class="separator:a6eb5e3d590e6087c930f8141d40de722"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a26994d9594ed9a04bd412bdeb2a55f3e"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a26994d9594ed9a04bd412bdeb2a55f3e">setGlobalPose</a> (const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;pose, bool autowake=true)=0</td></tr>
<tr class="memdesc:a26994d9594ed9a04bd412bdeb2a55f3e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Method for setting an actor's pose in the world. <a href="#a26994d9594ed9a04bd412bdeb2a55f3e">More...</a><br /></td></tr>
<tr class="separator:a26994d9594ed9a04bd412bdeb2a55f3e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Shapes</div></td></tr>
<tr class="memitem:a022e098ea67bc8ec87f93c2f18a4db6f"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a022e098ea67bc8ec87f93c2f18a4db6f">attachShape</a> (<a class="el" href="classPxShape.html">PxShape</a> &amp;shape)=0</td></tr>
<tr class="separator:a022e098ea67bc8ec87f93c2f18a4db6f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a467f9dc1517978b8d517936a475d3c4c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a467f9dc1517978b8d517936a475d3c4c">detachShape</a> (<a class="el" href="classPxShape.html">PxShape</a> &amp;shape, bool wakeOnLostTouch=true)=0</td></tr>
<tr class="separator:a467f9dc1517978b8d517936a475d3c4c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae5c3534de94642c5980d29f4c49bc112"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#ae5c3534de94642c5980d29f4c49bc112">getNbShapes</a> () const =0</td></tr>
<tr class="memdesc:ae5c3534de94642c5980d29f4c49bc112"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the number of shapes assigned to the actor. <a href="#ae5c3534de94642c5980d29f4c49bc112">More...</a><br /></td></tr>
<tr class="separator:ae5c3534de94642c5980d29f4c49bc112"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a22ef86619d7a6de688b9ef2b0ad7bcec"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a22ef86619d7a6de688b9ef2b0ad7bcec">getShapes</a> (<a class="el" href="classPxShape.html">PxShape</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:a22ef86619d7a6de688b9ef2b0ad7bcec"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve all the shape pointers belonging to the actor. <a href="#a22ef86619d7a6de688b9ef2b0ad7bcec">More...</a><br /></td></tr>
<tr class="separator:a22ef86619d7a6de688b9ef2b0ad7bcec"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_classPxActor"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classPxActor')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="classPxActor.html">PxActor</a></td></tr>
<tr class="memitem:a76a3489218f85ce9fe3ffb883ba8ce63 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="structPxActorType.html#a25c5a270f1f5c1955a00d7554f7688d7">PxActorType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a76a3489218f85ce9fe3ffb883ba8ce63">getType</a> () const =0</td></tr>
<tr class="memdesc:a76a3489218f85ce9fe3ffb883ba8ce63 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the type of actor. <a href="classPxActor.html#a76a3489218f85ce9fe3ffb883ba8ce63">More...</a><br /></td></tr>
<tr class="separator:a76a3489218f85ce9fe3ffb883ba8ce63 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2bf2e48b1960ef8e4fc1a437473bd7a3 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxScene.html">PxScene</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3">getScene</a> () const =0</td></tr>
<tr class="memdesc:a2bf2e48b1960ef8e4fc1a437473bd7a3 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the scene which this actor belongs to. <a href="classPxActor.html#a2bf2e48b1960ef8e4fc1a437473bd7a3">More...</a><br /></td></tr>
<tr class="separator:a2bf2e48b1960ef8e4fc1a437473bd7a3 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afdcfb185892a5c8311fd0d825b0ce758 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#afdcfb185892a5c8311fd0d825b0ce758">setName</a> (const char *name)=0</td></tr>
<tr class="memdesc:afdcfb185892a5c8311fd0d825b0ce758 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a name string for the object that can be retrieved with <a class="el" href="classPxActor.html#a1ae86d992066567c5d6bca5fe2dc656e" title="Retrieves the name string set with setName(). ">getName()</a>. <a href="classPxActor.html#afdcfb185892a5c8311fd0d825b0ce758">More...</a><br /></td></tr>
<tr class="separator:afdcfb185892a5c8311fd0d825b0ce758 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1ae86d992066567c5d6bca5fe2dc656e inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a1ae86d992066567c5d6bca5fe2dc656e">getName</a> () const =0</td></tr>
<tr class="memdesc:a1ae86d992066567c5d6bca5fe2dc656e inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the name string set with <a class="el" href="classPxActor.html#afdcfb185892a5c8311fd0d825b0ce758" title="Sets a name string for the object that can be retrieved with getName(). ">setName()</a>. <a href="classPxActor.html#a1ae86d992066567c5d6bca5fe2dc656e">More...</a><br /></td></tr>
<tr class="separator:a1ae86d992066567c5d6bca5fe2dc656e inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acab89ce3ee6d27b580063d131a417721 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxBounds3.html">PxBounds3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#acab89ce3ee6d27b580063d131a417721">getWorldBounds</a> (float inflation=1.01f) const =0</td></tr>
<tr class="memdesc:acab89ce3ee6d27b580063d131a417721 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the axis aligned bounding box enclosing the actor. <a href="classPxActor.html#acab89ce3ee6d27b580063d131a417721">More...</a><br /></td></tr>
<tr class="separator:acab89ce3ee6d27b580063d131a417721 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae24ff3f3ed0cb2a138b382fd0720b94f inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#ae24ff3f3ed0cb2a138b382fd0720b94f">setActorFlag</a> (<a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a> flag, bool value)=0</td></tr>
<tr class="memdesc:ae24ff3f3ed0cb2a138b382fd0720b94f inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raises or clears a particular actor flag. <a href="classPxActor.html#ae24ff3f3ed0cb2a138b382fd0720b94f">More...</a><br /></td></tr>
<tr class="separator:ae24ff3f3ed0cb2a138b382fd0720b94f inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af60720e190324e8ff36281a2360c6043 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#af60720e190324e8ff36281a2360c6043">setActorFlags</a> (<a class="el" href="group__physics.html#ga468ad85db838378f0c58cfd02a96949b">PxActorFlags</a> inFlags)=0</td></tr>
<tr class="memdesc:af60720e190324e8ff36281a2360c6043 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">sets the actor flags <a href="classPxActor.html#af60720e190324e8ff36281a2360c6043">More...</a><br /></td></tr>
<tr class="separator:af60720e190324e8ff36281a2360c6043 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afb92fb228de76bbcd42210d060b558d1 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__physics.html#ga468ad85db838378f0c58cfd02a96949b">PxActorFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#afb92fb228de76bbcd42210d060b558d1">getActorFlags</a> () const =0</td></tr>
<tr class="memdesc:afb92fb228de76bbcd42210d060b558d1 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reads the <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> flags. <a href="classPxActor.html#afb92fb228de76bbcd42210d060b558d1">More...</a><br /></td></tr>
<tr class="separator:afb92fb228de76bbcd42210d060b558d1 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a614c46687cf76eb219ce47927fc90824 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a614c46687cf76eb219ce47927fc90824">setDominanceGroup</a> (<a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a> dominanceGroup)=0</td></tr>
<tr class="memdesc:a614c46687cf76eb219ce47927fc90824 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Assigns dynamic actors a dominance group identifier. <a href="classPxActor.html#a614c46687cf76eb219ce47927fc90824">More...</a><br /></td></tr>
<tr class="separator:a614c46687cf76eb219ce47927fc90824 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a24602fee489b3e797ff0f82613eef755 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__physics.html#gaf665154f3f66f7c4f65ca9015db8ee87">PxDominanceGroup</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a24602fee489b3e797ff0f82613eef755">getDominanceGroup</a> () const =0</td></tr>
<tr class="memdesc:a24602fee489b3e797ff0f82613eef755 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the value set with <a class="el" href="classPxActor.html#a614c46687cf76eb219ce47927fc90824" title="Assigns dynamic actors a dominance group identifier. ">setDominanceGroup()</a>. <a href="classPxActor.html#a24602fee489b3e797ff0f82613eef755">More...</a><br /></td></tr>
<tr class="separator:a24602fee489b3e797ff0f82613eef755 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9bb8613863cf1d73e4d0c0227f25bc6e inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a9bb8613863cf1d73e4d0c0227f25bc6e">setOwnerClient</a> (<a class="el" href="PxClient_8h.html#acb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a> inClient)=0</td></tr>
<tr class="memdesc:a9bb8613863cf1d73e4d0c0227f25bc6e inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the owner client of an actor. <a href="classPxActor.html#a9bb8613863cf1d73e4d0c0227f25bc6e">More...</a><br /></td></tr>
<tr class="separator:a9bb8613863cf1d73e4d0c0227f25bc6e inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a660828fb83c91f0ada2ca43e06aa2b35 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="PxClient_8h.html#acb0e5a85de6c250f2a54db46e3aa0a12">PxClientID</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a660828fb83c91f0ada2ca43e06aa2b35">getOwnerClient</a> () const =0</td></tr>
<tr class="memdesc:a660828fb83c91f0ada2ca43e06aa2b35 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the owner client that was specified with at creation time. <a href="classPxActor.html#a660828fb83c91f0ada2ca43e06aa2b35">More...</a><br /></td></tr>
<tr class="separator:a660828fb83c91f0ada2ca43e06aa2b35 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaedfdd3e9acc77afc2fc0ba51d968876 inherit pub_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="classPxAggregate.html">PxAggregate</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#aaedfdd3e9acc77afc2fc0ba51d968876">getAggregate</a> () const =0</td></tr>
<tr class="memdesc:aaedfdd3e9acc77afc2fc0ba51d968876 inherit pub_methods_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves the aggregate the actor might be a part of. <a href="classPxActor.html#aaedfdd3e9acc77afc2fc0ba51d968876">More...</a><br /></td></tr>
<tr class="separator:aaedfdd3e9acc77afc2fc0ba51d968876 inherit pub_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pub_methods_classPxBase"><td colspan="2" onclick="javascript:toggleInherit('pub_methods_classPxBase')"><img src="closed.png" alt="-"/>&#160;Public Member Functions inherited from <a class="el" href="classPxBase.html">PxBase</a></td></tr>
<tr class="memitem:a67fe206d8897ddce896c371ac8d789a9 inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top">virtual const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a67fe206d8897ddce896c371ac8d789a9">getConcreteTypeName</a> () const =0</td></tr>
<tr class="memdesc:a67fe206d8897ddce896c371ac8d789a9 inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns string name of dynamic type. <a href="classPxBase.html#a67fe206d8897ddce896c371ac8d789a9">More...</a><br /></td></tr>
<tr class="separator:a67fe206d8897ddce896c371ac8d789a9 inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4bc720adef86ea68bfb5845f0e104d23 inherit pub_methods_classPxBase"><td class="memTemplParams" colspan="2">template&lt;class T &gt; </td></tr>
<tr class="memitem:a4bc720adef86ea68bfb5845f0e104d23 inherit pub_methods_classPxBase"><td class="memTemplItemLeft" align="right" valign="top">T *&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classPxBase.html#a4bc720adef86ea68bfb5845f0e104d23">is</a> ()</td></tr>
<tr class="separator:a4bc720adef86ea68bfb5845f0e104d23 inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a85aa50ac0e5670a2be64411fea62b5e3 inherit pub_methods_classPxBase"><td class="memTemplParams" colspan="2">template&lt;class T &gt; </td></tr>
<tr class="memitem:a85aa50ac0e5670a2be64411fea62b5e3 inherit pub_methods_classPxBase"><td class="memTemplItemLeft" align="right" valign="top">const T *&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classPxBase.html#a85aa50ac0e5670a2be64411fea62b5e3">is</a> () const</td></tr>
<tr class="separator:a85aa50ac0e5670a2be64411fea62b5e3 inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab4e0691a08e49631dc60014d49c7585f inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#ab4e0691a08e49631dc60014d49c7585f">getConcreteType</a> () const</td></tr>
<tr class="memdesc:ab4e0691a08e49631dc60014d49c7585f inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns concrete type of object. <a href="classPxBase.html#ab4e0691a08e49631dc60014d49c7585f">More...</a><br /></td></tr>
<tr class="separator:ab4e0691a08e49631dc60014d49c7585f inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1dd20bb574075df904e1878f2e771ef9 inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a1dd20bb574075df904e1878f2e771ef9">setBaseFlag</a> (<a class="el" href="structPxBaseFlag.html#ac258de0c7adaa37f81b6ab1b0c86a6ee">PxBaseFlag::Enum</a> flag, bool value)</td></tr>
<tr class="memdesc:a1dd20bb574075df904e1878f2e771ef9 inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set <a class="el" href="structPxBaseFlag.html" title="Flags for PxBase. ">PxBaseFlag</a>. <a href="classPxBase.html#a1dd20bb574075df904e1878f2e771ef9">More...</a><br /></td></tr>
<tr class="separator:a1dd20bb574075df904e1878f2e771ef9 inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afb391b692c561df0a54c413785e4ebd0 inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#afb391b692c561df0a54c413785e4ebd0">setBaseFlags</a> (<a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> inFlags)</td></tr>
<tr class="memdesc:afb391b692c561df0a54c413785e4ebd0 inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set PxBaseFlags. <a href="classPxBase.html#afb391b692c561df0a54c413785e4ebd0">More...</a><br /></td></tr>
<tr class="separator:afb391b692c561df0a54c413785e4ebd0 inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad9b10efae7733ff9c8b8d3b7d90a9a5f inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#ga6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#ad9b10efae7733ff9c8b8d3b7d90a9a5f">getBaseFlags</a> () const</td></tr>
<tr class="memdesc:ad9b10efae7733ff9c8b8d3b7d90a9a5f inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns PxBaseFlags. <a href="classPxBase.html#ad9b10efae7733ff9c8b8d3b7d90a9a5f">More...</a><br /></td></tr>
<tr class="separator:ad9b10efae7733ff9c8b8d3b7d90a9a5f inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a38952fcb80e99f1f5dbf774a75ac2c3d inherit pub_methods_classPxBase"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a38952fcb80e99f1f5dbf774a75ac2c3d">isReleasable</a> () const</td></tr>
<tr class="memdesc:a38952fcb80e99f1f5dbf774a75ac2c3d inherit pub_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the object is subordinate. <a href="classPxBase.html#a38952fcb80e99f1f5dbf774a75ac2c3d">More...</a><br /></td></tr>
<tr class="separator:a38952fcb80e99f1f5dbf774a75ac2c3d inherit pub_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="member-group"></a>
Constraints</h2></td></tr>
<tr class="memitem:ad941cfa63351e7ff6095a4afbe2d9172"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#ad941cfa63351e7ff6095a4afbe2d9172">getNbConstraints</a> () const =0</td></tr>
<tr class="memdesc:ad941cfa63351e7ff6095a4afbe2d9172"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the number of constraint shaders attached to the actor. <a href="#ad941cfa63351e7ff6095a4afbe2d9172">More...</a><br /></td></tr>
<tr class="separator:ad941cfa63351e7ff6095a4afbe2d9172"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac88777d5457f87247f5625094eb2be57"><td class="memItemLeft" align="right" valign="top">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#ac88777d5457f87247f5625094eb2be57">getConstraints</a> (<a class="el" href="classPxConstraint.html">PxConstraint</a> **userBuffer, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> bufferSize, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> startIndex=0) const =0</td></tr>
<tr class="memdesc:ac88777d5457f87247f5625094eb2be57"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieve all the constraint shader pointers belonging to the actor. <a href="#ac88777d5457f87247f5625094eb2be57">More...</a><br /></td></tr>
<tr class="separator:ac88777d5457f87247f5625094eb2be57"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aea61d8192d25e64cefbbdc5f6d68a39b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#aea61d8192d25e64cefbbdc5f6d68a39b">PxRigidActor</a> (<a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="separator:aea61d8192d25e64cefbbdc5f6d68a39b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abc3690608611b90d1efd033e804fd774"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#abc3690608611b90d1efd033e804fd774">PxRigidActor</a> (<a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="separator:abc3690608611b90d1efd033e804fd774"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaa01a5b7ff077d01da077a5c8163609f"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#aaa01a5b7ff077d01da077a5c8163609f">~PxRigidActor</a> ()</td></tr>
<tr class="separator:aaa01a5b7ff077d01da077a5c8163609f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e82b1515fd2c875edca2762cfe76f81"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxRigidActor.html#a2e82b1515fd2c875edca2762cfe76f81">isKindOf</a> (const char *name) const</td></tr>
<tr class="memdesc:a2e82b1515fd2c875edca2762cfe76f81"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns whether a given type name matches with the type of this instance. <a href="#a2e82b1515fd2c875edca2762cfe76f81">More...</a><br /></td></tr>
<tr class="separator:a2e82b1515fd2c875edca2762cfe76f81"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="inherited"></a>
Additional Inherited Members</h2></td></tr>
<tr class="inherit_header pub_attribs_classPxActor"><td colspan="2" onclick="javascript:toggleInherit('pub_attribs_classPxActor')"><img src="closed.png" alt="-"/>&#160;Public Attributes inherited from <a class="el" href="classPxActor.html">PxActor</a></td></tr>
<tr class="memitem:ace426ce4cca4de88806beee01eb4b87e inherit pub_attribs_classPxActor"><td class="memItemLeft" align="right" valign="top">void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#ace426ce4cca4de88806beee01eb4b87e">userData</a></td></tr>
<tr class="memdesc:ace426ce4cca4de88806beee01eb4b87e inherit pub_attribs_classPxActor"><td class="mdescLeft">&#160;</td><td class="mdescRight">user can assign this to whatever, usually to create a 1:1 relationship with a user object. <a href="classPxActor.html#ace426ce4cca4de88806beee01eb4b87e">More...</a><br /></td></tr>
<tr class="separator:ace426ce4cca4de88806beee01eb4b87e inherit pub_attribs_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pro_methods_classPxActor"><td colspan="2" onclick="javascript:toggleInherit('pro_methods_classPxActor')"><img src="closed.png" alt="-"/>&#160;Protected Member Functions inherited from <a class="el" href="classPxActor.html">PxActor</a></td></tr>
<tr class="memitem:a05d86747e2fc14c89497fa06c8f0f252 inherit pro_methods_classPxActor"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a05d86747e2fc14c89497fa06c8f0f252">PxActor</a> (<a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="separator:a05d86747e2fc14c89497fa06c8f0f252 inherit pro_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1780362a59125a7d22619937b2d7a511 inherit pro_methods_classPxActor"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#a1780362a59125a7d22619937b2d7a511">PxActor</a> (<a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="separator:a1780362a59125a7d22619937b2d7a511 inherit pro_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad20c683780b093e7c9348b9e0fd8836d inherit pro_methods_classPxActor"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxActor.html#ad20c683780b093e7c9348b9e0fd8836d">~PxActor</a> ()</td></tr>
<tr class="separator:ad20c683780b093e7c9348b9e0fd8836d inherit pro_methods_classPxActor"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="inherit_header pro_methods_classPxBase"><td colspan="2" onclick="javascript:toggleInherit('pro_methods_classPxBase')"><img src="closed.png" alt="-"/>&#160;Protected Member Functions inherited from <a class="el" href="classPxBase.html">PxBase</a></td></tr>
<tr class="memitem:a263f1ef821c74058ce9335e06cb842a4 inherit pro_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a263f1ef821c74058ce9335e06cb842a4">PxBase</a> (<a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a> concreteType, <a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="memdesc:a263f1ef821c74058ce9335e06cb842a4 inherit pro_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor setting concrete type and base flags. <a href="classPxBase.html#a263f1ef821c74058ce9335e06cb842a4">More...</a><br /></td></tr>
<tr class="separator:a263f1ef821c74058ce9335e06cb842a4 inherit pro_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a58b979202e7382701f74977fe3dd5c6f inherit pro_methods_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a58b979202e7382701f74977fe3dd5c6f">PxBase</a> (<a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a> baseFlags)</td></tr>
<tr class="memdesc:a58b979202e7382701f74977fe3dd5c6f inherit pro_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Deserialization constructor setting base flags. <a href="classPxBase.html#a58b979202e7382701f74977fe3dd5c6f">More...</a><br /></td></tr>
<tr class="separator:a58b979202e7382701f74977fe3dd5c6f inherit pro_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adfbf62dc32775b068db1c74c7fd3d982 inherit pro_methods_classPxBase"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#adfbf62dc32775b068db1c74c7fd3d982">~PxBase</a> ()</td></tr>
<tr class="memdesc:adfbf62dc32775b068db1c74c7fd3d982 inherit pro_methods_classPxBase"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destructor. <a href="classPxBase.html#adfbf62dc32775b068db1c74c7fd3d982">More...</a><br /></td></tr>
<tr class="separator:adfbf62dc32775b068db1c74c7fd3d982 inherit pro_methods_classPxBase"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3782ca64c8f12c41443f604e300fc207 inherit pro_methods_classPxBase"><td class="memTemplParams" colspan="2">template&lt;class T &gt; </td></tr>
<tr class="memitem:a3782ca64c8f12c41443f604e300fc207 inherit pro_methods_classPxBase"><td class="memTemplItemLeft" align="right" valign="top">bool&#160;</td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classPxBase.html#a3782ca64c8f12c41443f604e300fc207">typeMatch</a> () const</td></tr>
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<tr class="inherit_header pro_attribs_classPxBase"><td colspan="2" onclick="javascript:toggleInherit('pro_attribs_classPxBase')"><img src="closed.png" alt="-"/>&#160;Protected Attributes inherited from <a class="el" href="classPxBase.html">PxBase</a></td></tr>
<tr class="memitem:a1abe9d19726e1f8f8e56abeb2269b5d4 inherit pro_attribs_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#a1abe9d19726e1f8f8e56abeb2269b5d4">mConcreteType</a></td></tr>
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<tr class="memitem:aff7105f65905ecb9f6f7993ba28b712d inherit pro_attribs_classPxBase"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__common.html#ga1e3721588799f5fbb18d76e4aab7d018">PxBaseFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBase.html#aff7105f65905ecb9f6f7993ba28b712d">mBaseFlags</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><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> represents a base class shared between dynamic and static rigid bodies in the physics SDK. </p>
<p><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> objects specify the geometry of the object by defining a set of attached shapes (see <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>).</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#aea61d8192d25e64cefbbdc5f6d68a39b">&#9670;&nbsp;</a></span>PxRigidActor() <span class="overload">[1/2]</span></h2>
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<td class="memname"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxRigidActor::PxRigidActor </td>
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<td class="paramtype"><a class="el" href="group__common.html#gac1fb4b256a5d900d394e89db170a2b79">PxType</a>&#160;</td>
<td class="paramname"><em>concreteType</em>, </td>
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<h2 class="memtitle"><span class="permalink"><a href="#abc3690608611b90d1efd033e804fd774">&#9670;&nbsp;</a></span>PxRigidActor() <span class="overload">[2/2]</span></h2>
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<td class="memname"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxRigidActor::PxRigidActor </td>
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<h2 class="memtitle"><span class="permalink"><a href="#aaa01a5b7ff077d01da077a5c8163609f">&#9670;&nbsp;</a></span>~PxRigidActor()</h2>
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<td class="memname">virtual PxRigidActor::~PxRigidActor </td>
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<h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a022e098ea67bc8ec87f93c2f18a4db6f">&#9670;&nbsp;</a></span>attachShape()</h2>
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<td class="memname">virtual bool PxRigidActor::attachShape </td>
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<td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> &amp;&#160;</td>
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<p>attach a shared shape to an actor</p>
<p>This call will increment the reference count of the shape.</p>
<dl class="section note"><dt>Note</dt><dd>Mass properties of dynamic rigid actors will not automatically be recomputed to reflect the new mass distribution implied by the shape. Follow this call with a call to the PhysX extensions method <a class="el" href="classPxRigidBodyExt.html#a769be90cdb138897ce426aa04ac0a1e7" title="Computation of mass properties for a rigid body actor. ">PxRigidBodyExt::updateMassAndInertia()</a> to do that.</dd></dl>
<p>Attaching a triangle mesh, heightfield or plane geometry shape configured as eSIMULATION_SHAPE is 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.</p>
<p><b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the shape to attach.</td></tr>
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<dl class="section return"><dt>Returns</dt><dd>True if success. </dd></dl>
<p class="reference">Referenced by <a class="el" href="classPxRigidActorExt.html#ae708f5ca3fc5f1ce3db14032a89f62b9">PxRigidActorExt::createExclusiveShape()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a467f9dc1517978b8d517936a475d3c4c">&#9670;&nbsp;</a></span>detachShape()</h2>
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<td class="memname">virtual void PxRigidActor::detachShape </td>
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<p>detach a shape from an actor.</p>
<p>This will also decrement the reference count of the <a class="el" href="classPxShape.html" title="Abstract class for collision shapes. ">PxShape</a>, and if the reference count is zero, will cause it to be deleted.</p>
<p><b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">shape</td><td>the shape to detach. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">wakeOnLostTouch</td><td>Specifies whether touching objects from the previous frame should get woken up in the next frame. Only applies to <a class="el" href="classPxArticulation.html" title="a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver ...">PxArticulation</a> and <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> types. </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ac88777d5457f87247f5625094eb2be57">&#9670;&nbsp;</a></span>getConstraints()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxRigidActor::getConstraints </td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
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<td class="paramtype"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td>
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<p>Retrieve all the constraint shader pointers belonging to the actor. </p>
<p>You can retrieve the number of constraint shader pointers by calling <a class="el" href="classPxRigidActor.html#ad941cfa63351e7ff6095a4afbe2d9172" title="Returns the number of constraint shaders attached to the actor. ">getNbConstraints()</a></p>
<p>Note: Removing constraint shaders with <a class="el" href="classPxConstraint.html#a8153c211d21fff49565e7e06e475d5cc" title="Releases a PxConstraint instance. ">PxConstraint::release()</a> will invalidate the pointer of the released constraint.</p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to store the constraint shader pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first constraint pointer to be retrieved </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>Number of constraint shader pointers written to the buffer.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> <a class="el" href="classPxRigidActor.html#ad941cfa63351e7ff6095a4afbe2d9172" title="Returns the number of constraint shaders attached to the actor. ">getNbConstraints()</a> <a class="el" href="classPxConstraint.html#a8153c211d21fff49565e7e06e475d5cc" title="Releases a PxConstraint instance. ">PxConstraint::release()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a6eb5e3d590e6087c930f8141d40de722">&#9670;&nbsp;</a></span>getGlobalPose()</h2>
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<td class="memname">virtual <a class="el" href="classPxTransform.html">PxTransform</a> PxRigidActor::getGlobalPose </td>
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<p>Retrieves the actors world space transform. </p>
<p>The <a class="el" href="classPxRigidActor.html#a6eb5e3d590e6087c930f8141d40de722" title="Retrieves the actors world space transform. ">getGlobalPose()</a> method retrieves the actor's current actor space to world space transformation.</p>
<dl class="section return"><dt>Returns</dt><dd>Global pose of object.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidActor.html#a26994d9594ed9a04bd412bdeb2a55f3e" title="Method for setting an actor&#39;s pose in the world. ">PxRigidDynamic.setGlobalPose()</a> <a class="el" href="classPxRigidActor.html#a26994d9594ed9a04bd412bdeb2a55f3e" title="Method for setting an actor&#39;s pose in the world. ">PxRigidStatic.setGlobalPose()</a> </dd></dl>
<p class="reference">Referenced by <a class="el" href="classPxShapeExt.html#adf481eb1ae61121027ae6bbf5829f497">PxShapeExt::getGlobalPose()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad941cfa63351e7ff6095a4afbe2d9172">&#9670;&nbsp;</a></span>getNbConstraints()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxRigidActor::getNbConstraints </td>
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<p>Returns the number of constraint shaders attached to the actor. </p>
<p>You can use <a class="el" href="classPxRigidActor.html#ac88777d5457f87247f5625094eb2be57" title="Retrieve all the constraint shader pointers belonging to the actor. ">getConstraints()</a> to retrieve the constraint shader pointers.</p>
<dl class="section return"><dt>Returns</dt><dd>Number of constraint shaders attached to this actor.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxConstraint.html" title="A plugin class for implementing constraints. ">PxConstraint</a> <a class="el" href="classPxRigidActor.html#ac88777d5457f87247f5625094eb2be57" title="Retrieve all the constraint shader pointers belonging to the actor. ">getConstraints()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ae5c3534de94642c5980d29f4c49bc112">&#9670;&nbsp;</a></span>getNbShapes()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxRigidActor::getNbShapes </td>
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<p>Returns the number of shapes assigned to the actor. </p>
<p>You can use <a class="el" href="classPxRigidActor.html#a22ef86619d7a6de688b9ef2b0ad7bcec" title="Retrieve all the shape pointers belonging to the actor. ">getShapes()</a> to retrieve the shape pointers.</p>
<dl class="section return"><dt>Returns</dt><dd>Number of shapes associated with this actor.</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="classPxRigidActor.html#a22ef86619d7a6de688b9ef2b0ad7bcec" title="Retrieve all the shape pointers belonging to the actor. ">getShapes()</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a22ef86619d7a6de688b9ef2b0ad7bcec">&#9670;&nbsp;</a></span>getShapes()</h2>
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<td class="memname">virtual <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxRigidActor::getShapes </td>
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<p>Retrieve all the shape pointers belonging to the actor. </p>
<p>These are the shapes used by the actor for collision detection.</p>
<p>You can retrieve the number of shape pointers by calling <a class="el" href="classPxRigidActor.html#ae5c3534de94642c5980d29f4c49bc112" title="Returns the number of shapes assigned to the actor. ">getNbShapes()</a></p>
<p>Note: Removing shapes with <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> will invalidate the pointer of the released shape.</p>
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<tr><td class="paramdir">[out]</td><td class="paramname">userBuffer</td><td>The buffer to store the shape pointers. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">bufferSize</td><td>Size of provided user buffer. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">startIndex</td><td>Index of first shape pointer to be retrieved </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>Number of shape pointers written to the buffer.</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="classPxRigidActor.html#ae5c3534de94642c5980d29f4c49bc112" title="Returns the number of shapes assigned to the actor. ">getNbShapes()</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> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a2e82b1515fd2c875edca2762cfe76f81">&#9670;&nbsp;</a></span>isKindOf()</h2>
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<td class="memname">virtual bool PxRigidActor::isKindOf </td>
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<p>Returns whether a given type name matches with the type of this instance. </p>
<p>Reimplemented from <a class="el" href="classPxActor.html#ac05f7f0b43be28414e77402097ec659d">PxActor</a>.</p>
<p>Reimplemented in <a class="el" href="classPxRigidBody.html#a126446a6de640cdc08d339911f826270">PxRigidBody</a>, <a class="el" href="classPxRigidDynamic.html#a2e1d23ebdce36455824949be867128d1">PxRigidDynamic</a>, <a class="el" href="classPxArticulationLink.html#a6e3fa396e7207fa370644a23db1467ab">PxArticulationLink</a>, and <a class="el" href="classPxRigidStatic.html#af8a30e9f27d53c34dcc612ba48ebe811">PxRigidStatic</a>.</p>
<p class="reference">References <a class="el" href="classPxActor.html#ac05f7f0b43be28414e77402097ec659d">PxActor::isKindOf()</a>.</p>
<p class="reference">Referenced by <a class="el" href="classPxRigidStatic.html#af8a30e9f27d53c34dcc612ba48ebe811">PxRigidStatic::isKindOf()</a>, and <a class="el" href="classPxRigidBody.html#a126446a6de640cdc08d339911f826270">PxRigidBody::isKindOf()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1130f92afcba590b04b1e51b86f5377a">&#9670;&nbsp;</a></span>release()</h2>
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<td class="memname">virtual void PxRigidActor::release </td>
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<p>Deletes the rigid actor object. </p>
<p>Also releases any shapes associated with the actor.</p>
<p>Releasing an actor will affect any objects that are connected to the actor (constraint shaders like joints etc.). Such connected objects will be deleted upon scene deletion, or explicitly by the user by calling <a class="el" href="classPxRigidActor.html#a1130f92afcba590b04b1e51b86f5377a" title="Deletes the rigid actor object. ">release()</a> on these objects. It is recommended to always remove all objects that reference actors before the actors themselves are removed. It is not possible to retrieve list of dead connected objects.</p>
<p><b>Sleeping:</b> This call will awaken any sleeping actors contacting the deleted actor (directly or indirectly).</p>
<p>Calls <a class="el" href="classPxActor.html#a589a4e70ef83b583ee6a4fc5c7767762" title="Deletes the actor. ">PxActor::release()</a> so you might want to check the documentation of that method as well.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxActor.html#a589a4e70ef83b583ee6a4fc5c7767762" title="Deletes the actor. ">PxActor::release()</a> </dd></dl>
<p>Implements <a class="el" href="classPxActor.html#a589a4e70ef83b583ee6a4fc5c7767762">PxActor</a>.</p>
<p>Implemented in <a class="el" href="classPxArticulationLink.html#aec08ba9942f441a813bdd07547d9b695">PxArticulationLink</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a26994d9594ed9a04bd412bdeb2a55f3e">&#9670;&nbsp;</a></span>setGlobalPose()</h2>
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<td class="memname">virtual void PxRigidActor::setGlobalPose </td>
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<td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;&#160;</td>
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<p>Method for setting an actor's pose in the world. </p>
<p>This method instantaneously changes the actor space to world space transformation.</p>
<p>This method is mainly for dynamic rigid bodies (see <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a>). Calling this method on static actors is likely to result in a performance penalty, since internal optimization structures for static actors may need to be recomputed. In addition, moving static actors will not interact correctly with dynamic actors or joints.</p>
<p>To directly control an actor's position and have it correctly interact with dynamic bodies and joints, create a dynamic body with the <a class="el" href="structPxRigidBodyFlag.html#a5fd4878ae66a98c030a9d976e8ba8596abd76e6985e9db78efb7a66148ea4c212" title="Enables kinematic mode for the actor. ">PxRigidBodyFlag::eKINEMATIC</a> flag, then use the setKinematicTarget() commands to define its path.</p>
<p>Even when moving dynamic actors, exercise restraint in making use of this method. Where possible, avoid:</p>
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<li>moving actors into other actors, thus causing overlap (an invalid physical state)</li>
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<li>moving an actor that is connected by a joint to another away from the other (thus causing joint error)</li>
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<p><b>Sleeping:</b> This call wakes dynamic actors if they are sleeping and the autowake parameter is true (default).</p>
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<tr><td class="paramdir">[in]</td><td class="paramname">pose</td><td>Transformation from the actors local frame to the global frame. <b>Range:</b> rigid body transform. </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">autowake</td><td>whether to wake the object if it is dynamic. This parameter has no effect for static or kinematic actors. If true and the current wake counter value is smaller than <a class="el" href="classPxSceneDesc.html#a79e2c9c06f711272a48d7f07451117b7" title="The wake counter reset value. ">PxSceneDesc::wakeCounterResetValue</a> it will get increased to the reset value.</td></tr>
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidActor.html#a6eb5e3d590e6087c930f8141d40de722" title="Retrieves the actors world space transform. ">getGlobalPose()</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="PxRigidActor_8h_source.html">PxRigidActor.h</a></li>
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