// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_NX_RIGIDSTATIC #define PX_PHYSICS_NX_RIGIDSTATIC /** \addtogroup physics @{ */ #include "PxPhysX.h" #include "PxRigidActor.h" #ifndef PX_DOXYGEN namespace physx { #endif /** \brief PxRigidStatic represents a static rigid body simulation object in the physics SDK. PxRigidStatic objects are static rigid physics entities. They shall be used to define solid objects which are fixed in the world.

Creation

Instances of this class are created by calling #PxPhysics::createRigidStatic() and deleted with #release().

Visualizations

\li #PxVisualizationParameter::eACTOR_AXES @see PxRigidActor PxPhysics.createRigidStatic release() */ class PxRigidStatic : public PxRigidActor { public: virtual const char* getConcreteTypeName() const { return "PxRigidStatic"; } protected: PxRigidStatic(PxRefResolver& v) : PxRigidActor(v) {} PX_INLINE PxRigidStatic() : PxRigidActor() {} virtual ~PxRigidStatic() {} virtual bool isKindOf(const char* name) const { return !strcmp("PxRigidStatic", name) || PxRigidActor::isKindOf(name); } }; PX_INLINE PxRigidStatic* PxActor::isRigidStatic() { return is(); } PX_INLINE const PxRigidStatic* PxActor::isRigidStatic() const { return is(); } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif