PxRigidActor.h

Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you
00002 // under a form of NVIDIA software license agreement provided separately to you.
00003 //
00004 // Notice
00005 // NVIDIA Corporation and its licensors retain all intellectual property and
00006 // proprietary rights in and to this software and related documentation and
00007 // any modifications thereto. Any use, reproduction, disclosure, or
00008 // distribution of this software and related documentation without an express
00009 // license agreement from NVIDIA Corporation is strictly prohibited.
00010 //
00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
00015 //
00016 // Information and code furnished is believed to be accurate and reliable.
00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
00018 // information or for any infringement of patents or other rights of third parties that may
00019 // result from its use. No license is granted by implication or otherwise under any patent
00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
00021 // This code supersedes and replaces all information previously supplied.
00022 // NVIDIA Corporation products are not authorized for use as critical
00023 // components in life support devices or systems without express written approval of
00024 // NVIDIA Corporation.
00025 //
00026 // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  
00029 
00030 
00031 #ifndef PX_PHYSICS_NX_RIGIDACTOR
00032 #define PX_PHYSICS_NX_RIGIDACTOR
00033 
00037 #include "PxActor.h"
00038 #include "PxShape.h"
00039 
00040 #if !PX_DOXYGEN
00041 namespace physx
00042 {
00043 #endif
00044 
00045 class PxConstraint;
00046 class PxMaterial;
00047 class PxGeometry;
00048 class PxBVHStructure;
00049 
00058 class PxRigidActor : public PxActor
00059 {
00060 public:
00077     virtual     void            release() = 0;
00078 
00079 
00080 /************************************************************************************************/
00093     virtual     PxTransform     getGlobalPose()     const = 0;
00094 
00120     virtual     void            setGlobalPose(const PxTransform& pose, bool autowake = true) = 0;
00121 
00122 
00123 /************************************************************************************************/
00145     virtual bool                attachShape(PxShape& shape) = 0;
00146 
00147 
00158     virtual void                detachShape(PxShape& shape, bool wakeOnLostTouch = true) = 0;
00159 
00160 
00170     virtual     PxU32           getNbShapes()       const   = 0;
00171 
00172 
00189     virtual     PxU32           getShapes(PxShape** userBuffer, PxU32 bufferSize, PxU32 startIndex=0)           const   = 0;
00190 
00191 
00192 /************************************************************************************************/
00205     virtual     PxU32           getNbConstraints()      const   = 0;
00206 
00207 
00222     virtual     PxU32           getConstraints(PxConstraint** userBuffer, PxU32 bufferSize, PxU32 startIndex=0)     const   = 0;
00223 
00224 protected:
00225     PX_INLINE                   PxRigidActor(PxType concreteType, PxBaseFlags baseFlags) : PxActor(concreteType, baseFlags) {}
00226     PX_INLINE                   PxRigidActor(PxBaseFlags baseFlags) : PxActor(baseFlags) {}
00227     virtual                     ~PxRigidActor() {}
00228     virtual     bool            isKindOf(const char* name)  const   {   return !::strcmp("PxRigidActor", name) || PxActor::isKindOf(name); }
00229 };
00230 
00231 
00232 #if !PX_DOXYGEN
00233 } // namespace physx
00234 #endif
00235 
00237 #endif


Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com