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PxRigidActor.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PX_RIGID_ACTOR_H
30#define PX_RIGID_ACTOR_H
35#include "PxActor.h"
36#include "PxShape.h"
37
38#if !PX_DOXYGEN
39namespace physx
40{
41#endif
42
43class PxConstraint;
44
52class PxRigidActor : public PxActor
53{
54public:
71 virtual void release() = 0;
72
80 virtual PxU32 getInternalActorIndex() const = 0;
81
82/************************************************************************************************/
98 virtual PxTransform getGlobalPose() const = 0;
99
125 virtual void setGlobalPose(const PxTransform& pose, bool autowake = true) = 0;
126
127/************************************************************************************************/
149 virtual bool attachShape(PxShape& shape) = 0;
150
161 virtual void detachShape(PxShape& shape, bool wakeOnLostTouch = true) = 0;
162
172 virtual PxU32 getNbShapes() const = 0;
173
190 virtual PxU32 getShapes(PxShape** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0;
191
192/************************************************************************************************/
205 virtual PxU32 getNbConstraints() const = 0;
206
221 virtual PxU32 getConstraints(PxConstraint** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const = 0;
222
223protected:
224 PX_INLINE PxRigidActor(PxType concreteType, PxBaseFlags baseFlags) : PxActor(concreteType, baseFlags) {}
225 PX_INLINE PxRigidActor(PxBaseFlags baseFlags) : PxActor(baseFlags) {}
226 virtual ~PxRigidActor() {}
227 virtual bool isKindOf(const char* name) const { return !::strcmp("PxRigidActor", name) || PxActor::isKindOf(name); }
228};
229
230#if !PX_DOXYGEN
231} // namespace physx
232#endif
233
235#endif
PxActor is the base class for the main simulation objects in the physics SDK.
Definition PxActor.h:201
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition PxActor.h:368
A plugin class for implementing constraints.
Definition PxConstraint.h:100
PxRigidActor represents a base class shared between dynamic and static rigid bodies in the physics SD...
Definition PxRigidActor.h:53
virtual PxU32 getInternalActorIndex() const =0
Returns the internal actor index.
virtual void detachShape(PxShape &shape, bool wakeOnLostTouch=true)=0
Detach a shape from an actor.
virtual bool attachShape(PxShape &shape)=0
Attach a shape to an actor.
virtual void setGlobalPose(const PxTransform &pose, bool autowake=true)=0
Method for setting an actor's pose in the world.
virtual bool isKindOf(const char *name) const
Returns whether a given type name matches with the type of this instance.
Definition PxRigidActor.h:227
virtual PxU32 getShapes(PxShape **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0
Retrieve all the shape pointers belonging to the actor.
virtual PxU32 getNbShapes() const =0
Returns the number of shapes assigned to the actor.
virtual PxU32 getNbConstraints() const =0
Returns the number of constraint shaders attached to the actor.
virtual void release()=0
Deletes the rigid actor object.
virtual PxU32 getConstraints(PxConstraint **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0
Retrieve all the constraint shader pointers belonging to the actor.
virtual PxTransform getGlobalPose() const =0
Retrieves the actors world space transform.
Abstract class for collision shapes.
Definition PxShape.h:146
class representing a rigid euclidean transform as a quaternion and a vector
Definition PxTransform.h:49
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39