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RavEngine
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Abstract class for collision shapes. More...
#include <PxShape.h>
Public Member Functions | |
| virtual void | release ()=0 |
| Decrements the reference count of a shape and releases it if the new reference count is zero. | |
| virtual void | setGeometry (const PxGeometry &geometry)=0 |
| Adjust the geometry of the shape. | |
| virtual const PxGeometry & | getGeometry () const =0 |
| Retrieve a reference to the shape's geometry. | |
| PX_DEPRECATED PX_FORCE_INLINE PxGeometryType::Enum | getGeometryType () const |
| Get the geometry type of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getBoxGeometry (PxBoxGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getSphereGeometry (PxSphereGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getCapsuleGeometry (PxCapsuleGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getPlaneGeometry (PxPlaneGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getConvexMeshGeometry (PxConvexMeshGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getTriangleMeshGeometry (PxTriangleMeshGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getTetrahedronMeshGeometry (PxTetrahedronMeshGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getParticleSystemGeometry (PxParticleSystemGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getHeightFieldGeometry (PxHeightFieldGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| PX_DEPRECATED PX_FORCE_INLINE bool | getCustomGeometry (PxCustomGeometry &geometry) const |
| Fetch the geometry of the shape. | |
| virtual PxRigidActor * | getActor () const =0 |
| Retrieves the actor which this shape is associated with. | |
Pose Manipulation | |
| virtual void | setLocalPose (const PxTransform &pose)=0 |
| Sets the pose of the shape in actor space, i.e. relative to the actors to which they are attached. | |
| virtual PxTransform | getLocalPose () const =0 |
| Retrieves the pose of the shape in actor space, i.e. relative to the actor they are owned by. | |
Public Member Functions inherited from physx::PxRefCounted | |
| virtual PxU32 | getReferenceCount () const =0 |
| Returns the reference count of the object. | |
| virtual void | acquireReference ()=0 |
| Acquires a counted reference to this object. | |
Public Member Functions inherited from physx::PxBase | |
| template<class T > | |
| T * | is () |
| template<class T > | |
| const T * | is () const |
| PX_FORCE_INLINE PxType | getConcreteType () const |
| Returns concrete type of object. | |
| PX_FORCE_INLINE void | setBaseFlag (PxBaseFlag::Enum flag, bool value) |
| Set PxBaseFlag | |
| PX_FORCE_INLINE void | setBaseFlags (PxBaseFlags inFlags) |
| Set PxBaseFlags | |
| PX_FORCE_INLINE PxBaseFlags | getBaseFlags () const |
| Returns PxBaseFlags. | |
| virtual bool | isReleasable () const |
| Whether the object is subordinate. | |
Collision Filtering | |
| void * | userData |
| user can assign this to whatever, usually to create a 1:1 relationship with a user object. | |
| virtual void | setSimulationFilterData (const PxFilterData &data)=0 |
| Sets the user definable collision filter data. | |
| virtual PxFilterData | getSimulationFilterData () const =0 |
| Retrieves the shape's collision filter data. | |
| virtual void | setQueryFilterData (const PxFilterData &data)=0 |
| Sets the user definable query filter data. | |
| virtual PxFilterData | getQueryFilterData () const =0 |
| Retrieves the shape's Query filter data. | |
| virtual void | setMaterials (PxMaterial *const *materials, PxU16 materialCount)=0 |
| Assigns material(s) to the shape. Will remove existing materials from the shape. | |
| virtual void | setSoftBodyMaterials (PxFEMSoftBodyMaterial *const *materials, PxU16 materialCount)=0 |
| Assigns FEM soft body material(s) to the shape. Will remove existing materials from the shape. | |
| virtual void | setClothMaterials (PxFEMClothMaterial *const *materials, PxU16 materialCount)=0 |
| Assigns FEM cloth material(s) to the shape. Will remove existing materials from the shape. | |
| virtual PxU16 | getNbMaterials () const =0 |
| Returns the number of materials assigned to the shape. | |
| virtual PxU32 | getMaterials (PxMaterial **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the material pointers associated with the shape. | |
| virtual PxU32 | getSoftBodyMaterials (PxFEMSoftBodyMaterial **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the FEM soft body material pointers associated with the shape. | |
| virtual PxU32 | getClothMaterials (PxFEMClothMaterial **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0 |
| Retrieve all the FEM cloth material pointers associated with the shape. | |
| virtual PxBaseMaterial * | getMaterialFromInternalFaceIndex (PxU32 faceIndex) const =0 |
| Retrieve material from given triangle index. | |
| virtual void | setContactOffset (PxReal contactOffset)=0 |
| Sets the contact offset. | |
| virtual PxReal | getContactOffset () const =0 |
| Retrieves the contact offset. | |
| virtual void | setRestOffset (PxReal restOffset)=0 |
| Sets the rest offset. | |
| virtual PxReal | getRestOffset () const =0 |
| Retrieves the rest offset. | |
| virtual void | setDensityForFluid (PxReal densityForFluid)=0 |
| Sets the density used to interact with fluids. | |
| virtual PxReal | getDensityForFluid () const =0 |
| Retrieves the density used to interact with fluids. | |
| virtual void | setTorsionalPatchRadius (PxReal radius)=0 |
| Sets torsional patch radius. | |
| virtual PxReal | getTorsionalPatchRadius () const =0 |
| Gets torsional patch radius. | |
| virtual void | setMinTorsionalPatchRadius (PxReal radius)=0 |
| Sets minimum torsional patch radius. | |
| virtual PxReal | getMinTorsionalPatchRadius () const =0 |
| Gets minimum torsional patch radius. | |
| virtual void | setFlag (PxShapeFlag::Enum flag, bool value)=0 |
| Sets shape flags. | |
| virtual void | setFlags (PxShapeFlags inFlags)=0 |
| Sets shape flags. | |
| virtual PxShapeFlags | getFlags () const =0 |
| Retrieves shape flags. | |
| virtual bool | isExclusive () const =0 |
| Returns true if the shape is exclusive to an actor. | |
| virtual void | setName (const char *name)=0 |
| Sets a name string for the object that can be retrieved with getName(). | |
| virtual const char * | getName () const =0 |
| retrieves the name string set with setName(). | |
| virtual const char * | getConcreteTypeName () const |
| Returns string name of dynamic type. | |
| PX_INLINE | PxShape (PxBaseFlags baseFlags) |
| PX_INLINE | PxShape (PxType concreteType, PxBaseFlags baseFlags) |
| virtual bool | isKindOf (const char *name) const |
| Returns whether a given type name matches with the type of this instance. | |
| template<class T > | |
| PX_FORCE_INLINE bool | getGeometryT (PxGeometryType::Enum type, T &geom) const |
Additional Inherited Members | |
Protected Member Functions inherited from physx::PxRefCounted | |
| virtual void | onRefCountZero () |
| PX_INLINE | PxRefCounted (PxType concreteType, PxBaseFlags baseFlags) |
| PX_INLINE | PxRefCounted (PxBaseFlags baseFlags) |
Protected Member Functions inherited from physx::PxBase | |
| PX_INLINE | PxBase (PxType concreteType, PxBaseFlags baseFlags) |
| Constructor setting concrete type and base flags. | |
| PX_INLINE | PxBase (PxBaseFlags baseFlags) |
| Deserialization constructor setting base flags. | |
| virtual | ~PxBase () |
| Destructor. | |
| template<class T > | |
| bool | typeMatch () const |
Protected Attributes inherited from physx::PxBase | |
| PxType | mConcreteType |
| PxBaseFlags | mBaseFlags |
| PxU32 | mBuiltInRefCount |
Abstract class for collision shapes.
Shapes are shared, reference counted objects.
An instance can be created by calling the createShape() method of the PxRigidActor class, or the createShape() method of the PxPhysics class.
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pure virtual |
Retrieves the actor which this shape is associated with.
Implemented in physx::NpShape.
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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pure virtual |
Retrieve all the FEM cloth material pointers associated with the shape.
You can retrieve the number of material pointers by calling getNbMaterials()
Note: The returned data may contain invalid pointers if you release materials using PxMaterial::release().
| [out] | userBuffer | The buffer to store the material pointers. |
| [in] | bufferSize | Size of provided user buffer. |
| [in] | startIndex | Index of first material pointer to be retrieved |
Implemented in physx::NpShape.
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inlinevirtual |
Returns string name of dynamic type.
Implements physx::PxBase.
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Retrieves the contact offset.
Implemented in physx::NpShape.
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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Retrieves the density used to interact with fluids.
Implemented in physx::NpShape.
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Retrieves shape flags.
Implemented in physx::NpShape.
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pure virtual |
Retrieve a reference to the shape's geometry.
Implemented in physx::NpShape.
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inline |
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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pure virtual |
Retrieves the pose of the shape in actor space, i.e. relative to the actor they are owned by.
This transformation is identity by default.
Implemented in physx::NpShape.
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Retrieve material from given triangle index.
The input index is the internal triangle index as used inside the SDK. This is the index returned to users by various SDK functions such as raycasts.
This function is only useful for triangle meshes or heightfields, which have per-triangle materials. For other shapes or SDF triangle meshes, the function returns the single material associated with the shape, regardless of the index.
| [in] | faceIndex | The internal triangle index whose material you want to retrieve. |
Implemented in physx::NpShape.
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pure virtual |
Retrieve all the material pointers associated with the shape.
You can retrieve the number of material pointers by calling getNbMaterials()
Note: The returned data may contain invalid pointers if you release materials using PxMaterial::release().
| [out] | userBuffer | The buffer to store the material pointers. |
| [in] | bufferSize | Size of provided user buffer. |
| [in] | startIndex | Index of first material pointer to be retrieved |
Implemented in physx::NpShape.
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pure virtual |
Gets minimum torsional patch radius.
This defines the minimum radius of the contact patch used to apply torsional friction. If the radius is 0, the amount of torsional friction that will be applied will be entirely dependent on the value of torsionalPatchRadius.
If the radius is > 0, some torsional friction will be applied regardless of the value of torsionalPatchRadius or the amount of penetration.
Implemented in physx::NpShape.
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retrieves the name string set with setName().
Implemented in physx::NpShape.
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pure virtual |
Returns the number of materials assigned to the shape.
You can use getMaterials() to retrieve the material pointers.
Implemented in physx::NpShape.
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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pure virtual |
Retrieves the shape's Query filter data.
Implemented in physx::NpShape.
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pure virtual |
Retrieves the rest offset.
Implemented in physx::NpShape.
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pure virtual |
Retrieves the shape's collision filter data.
Implemented in physx::NpShape.
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pure virtual |
Retrieve all the FEM soft body material pointers associated with the shape.
You can retrieve the number of material pointers by calling getNbMaterials()
Note: The returned data may contain invalid pointers if you release materials using PxMaterial::release().
| [out] | userBuffer | The buffer to store the material pointers. |
| [in] | bufferSize | Size of provided user buffer. |
| [in] | startIndex | Index of first material pointer to be retrieved |
Implemented in physx::NpShape.
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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pure virtual |
Gets torsional patch radius.
This defines the radius of the contact patch used to apply torsional friction. If the radius is 0, no torsional friction will be applied. If the radius is > 0, some torsional friction will be applied. This is proportional to the penetration depth so, if the shapes are separated or penetration is zero, no torsional friction will be applied. It is used to approximate rotational friction introduced by the compression of contacting surfaces.
Implemented in physx::NpShape.
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inline |
Fetch the geometry of the shape.
| [in] | geometry | The descriptor to save the shape's geometry data to. |
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Returns true if the shape is exclusive to an actor.
Implemented in physx::NpShape.
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inlineprotectedvirtual |
Returns whether a given type name matches with the type of this instance.
Reimplemented from physx::PxRefCounted.
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pure virtual |
Decrements the reference count of a shape and releases it if the new reference count is zero.
Note that in releases prior to PhysX 3.3 this method did not have reference counting semantics and was used to destroy a shape created with PxActor::createShape(). In PhysX 3.3 and above, this usage is deprecated, instead, use PxRigidActor::detachShape() to detach a shape from an actor. If the shape to be detached was created with PxActor::createShape(), the actor holds the only counted reference, and so when the shape is detached it will also be destroyed.
Implements physx::PxRefCounted.
Implemented in physx::NpShape.
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pure virtual |
Assigns FEM cloth material(s) to the shape. Will remove existing materials from the shape.
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | materials | List of material pointers to assign to the shape. See #PxFEMClothMaterial |
| [in] | materialCount | The number of materials provided. |
Implemented in physx::NpShape.
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Sets the contact offset.
Shapes whose distance is less than the sum of their contactOffset values will generate contacts. The contact offset must be positive and greater than the rest offset. Having a contactOffset greater than than the restOffset allows the collision detection system to predictively enforce the contact constraint even when the objects are slightly separated. This prevents jitter that would occur if the constraint were enforced only when shapes were within the rest distance.
Default: 0.02f * PxTolerancesScale::length
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | contactOffset | Range: [maximum(0,restOffset), PX_MAX_F32) |
Implemented in physx::NpShape.
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Sets the density used to interact with fluids.
To be physically accurate, the density of a rigid body should be computed as its mass divided by its volume. To simplify tuning the interaction of fluid and rigid bodies, the density for fluid can differ from the real density. This allows to create floating bodies, even if they are supposed to sink with their mass and volume.
Default: 800.0f
| [in] | densityForFluid | Range: (0, PX_MAX_F32) |
Implemented in physx::NpShape.
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Sets shape flags.
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | flag | The shape flag to enable/disable. See #PxShapeFlag. |
| [in] | value | True to set the flag. False to clear the flag specified in flag. |
Default: PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eSCENE_QUERY_SHAPE
Implemented in physx::NpShape.
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pure virtual |
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pure virtual |
Adjust the geometry of the shape.
| [in] | geometry | New geometry of the shape. |
Implemented in physx::NpShape.
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Sets the pose of the shape in actor space, i.e. relative to the actors to which they are attached.
This transformation is identity by default.
The local pose is an attribute of the shape, and so will apply to all actors to which the shape is attached.
Sleeping: Does NOT wake the associated actor up automatically.
Note: Does not automatically update the inertia properties of the owning actor (if applicable); use the PhysX extensions method PxRigidBodyExt::updateMassAndInertia() to do this.
Default: the identity transform
| [in] | pose | The new transform from the actor frame to the shape frame. Range: rigid body transform |
Implemented in physx::NpShape.
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Assigns material(s) to the shape. Will remove existing materials from the shape.
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | materials | List of material pointers to assign to the shape. See #PxMaterial |
| [in] | materialCount | The number of materials provided. |
Implemented in physx::NpShape.
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pure virtual |
Sets minimum torsional patch radius.
This defines the minimum radius of the contact patch used to apply torsional friction. If the radius is 0, the amount of torsional friction that will be applied will be entirely dependent on the value of torsionalPatchRadius.
If the radius is > 0, some torsional friction will be applied regardless of the value of torsionalPatchRadius or the amount of penetration.
Default: 0.0
| [in] | radius | Range: (0, PX_MAX_F32) |
Implemented in physx::NpShape.
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pure virtual |
Sets a name string for the object that can be retrieved with getName().
This is for debugging and is not used by the SDK. The string is not copied by the SDK, only the pointer is stored.
Default: NULL
| [in] | name | The name string to set the objects name to. |
Implemented in physx::NpShape.
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pure virtual |
Sets the user definable query filter data.
Default: (0,0,0,0)
Implemented in physx::NpShape.
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pure virtual |
Sets the rest offset.
Two shapes will come to rest at a distance equal to the sum of their restOffset values. If the restOffset is 0, they should converge to touching exactly. Having a restOffset greater than zero is useful to have objects slide smoothly, so that they do not get hung up on irregularities of each others' surfaces.
Default: 0.0f
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | restOffset | Range: (-PX_MAX_F32, contactOffset) |
Implemented in physx::NpShape.
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pure virtual |
Sets the user definable collision filter data.
Sleeping: Does wake up the actor if the filter data change causes a formerly suppressed collision pair to be enabled.
Default: (0,0,0,0)
Implemented in physx::NpShape.
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pure virtual |
Assigns FEM soft body material(s) to the shape. Will remove existing materials from the shape.
Sleeping: Does NOT wake the associated actor up automatically.
| [in] | materials | List of material pointers to assign to the shape. See #PxFEMSoftBodyMaterial |
| [in] | materialCount | The number of materials provided. |
Implemented in physx::NpShape.
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pure virtual |
Sets torsional patch radius.
This defines the radius of the contact patch used to apply torsional friction. If the radius is 0, no torsional friction will be applied. If the radius is > 0, some torsional friction will be applied. This is proportional to the penetration depth so, if the shapes are separated or penetration is zero, no torsional friction will be applied. It is used to approximate rotational friction introduced by the compression of contacting surfaces.
Default: 0.0
| [in] | radius | Range: (0, PX_MAX_F32) |
Implemented in physx::NpShape.