36#include "PxPhysXConfig.h"
37#include "common/PxBase.h"
60 typedef PxU32 PxAggregateFilterHint;
64 const PxU32 selfCollisionBit = enableSelfCollision ? 1 : 0;
65 return PxAggregateFilterHint((PxU32(type)<<1)|selfCollisionBit);
68 PX_CUDA_CALLABLE
PX_FORCE_INLINE PxU32 PxGetAggregateSelfCollisionBit(PxAggregateFilterHint hint)
220 virtual PxU32
getActors(
PxActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0)
const = 0;
245 virtual ~PxAggregate() {}
PxActor is the base class for the main simulation objects in the physics SDK.
Definition PxActor.h:201
Class to aggregate actors into a single broad-phase entry.
Definition PxAggregate.h:98
virtual PxU32 getActors(PxActor **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0
Retrieve all actors contained in the aggregate.
virtual PxU32 getMaxNbShapes() const =0
Retrieves max amount of shapes that can be contained in the aggregate.
virtual PxScene * getScene()=0
Retrieves the scene which this aggregate belongs to.
virtual bool removeArticulation(PxArticulationReducedCoordinate &articulation)=0
Removes an articulation from the aggregate object.
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition PxAggregate.h:246
void * userData
user can assign this to whatever, usually to create a 1:1 relationship with a user object.
Definition PxAggregate.h:240
virtual PX_DEPRECATED PxU32 getMaxNbActors() const =0
Retrieves max amount of actors that can be contained in the aggregate.
virtual void release()=0
Deletes the aggregate object.
virtual bool removeActor(PxActor &actor)=0
Removes an actor from the aggregate object.
virtual bool getSelfCollision() const =0
Retrieves aggregate's self-collision flag.
virtual PxU32 getNbActors() const =0
Returns the number of actors contained in the aggregate.
virtual bool addArticulation(PxArticulationReducedCoordinate &articulation)=0
Adds an articulation to the aggregate object.
virtual bool addActor(PxActor &actor, const PxBVH *bvh=NULL)=0
Adds an actor to the aggregate object.
virtual const char * getConcreteTypeName() const
Returns string name of dynamic type.
Definition PxAggregate.h:238
A tree structure of bodies connected by joints that is treated as a unit by the dynamics solver....
Definition PxArticulationReducedCoordinate.h:448
Class representing a bounding volume hierarchy.
Definition PxBVH.h:63
Base class for objects that can be members of a PxCollection.
Definition PxBase.h:73
virtual bool isKindOf(const char *superClass) const
Returns whether a given type name matches with the type of this instance.
Definition PxBase.h:179
A scene is a collection of bodies and constraints which can interact.
Definition PxScene.h:178
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_INLINE
Definition PxPreprocessor.h:320
#define PX_DEPRECATED
Definition PxPreprocessor.h:418
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition PxAggregate.h:49
Enum
Definition PxAggregate.h:51
@ eKINEMATIC
Aggregate will only contain kinematic actors.
Definition PxAggregate.h:54
@ eSTATIC
Aggregate will only contain static actors.
Definition PxAggregate.h:53
@ eGENERIC
Aggregate will contain various actors of unspecified types.
Definition PxAggregate.h:52