6e8fbca745
match the genesis editor version 1.3.0.653.
639 lines
22 KiB
C++
639 lines
22 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NX_SHAPE
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#define PX_PHYSICS_NX_SHAPE
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/** \addtogroup physics
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@{
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*/
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#include "PxPhysX.h"
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#include "common/PxSerialFramework.h"
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#include "geometry/PxGeometry.h"
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#include "geometry/PxGeometryHelpers.h"
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#include "PxSceneQueryReport.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxBoxGeometry;
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class PxSphereGeometry;
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class PxCapsuleGeometry;
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class PxPlaneGeometry;
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class PxConvexMeshGeometry;
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class PxTriangleMeshGeometry;
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class PxHeightFieldGeometry;
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class PxRigidActor;
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struct PxFilterData;
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struct PxRaycastHit;
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struct PxSweepHit;
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/**
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\brief Flags which affect the behavior of PxShapes.
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@see PxShape PxShape.setFlag()
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*/
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struct PxShapeFlag
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{
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enum Enum
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{
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/**
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\brief The shape will partake in collision in the physical simulation.
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\note It is illegal to raise the eSIMULATION_SHAPE and eTRIGGER_SHAPE flags.
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In the event that one of these flags is already raised the sdk will reject any
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attempt to raise the other. To raise the eSIMULATION_SHAPE first ensure that
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eTRIGGER_SHAPE is already lowered.
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@see PxSimulationEventCallback.onContact() PxScene.setSimulationEventCallback() PxShape.setFlag(), PxShape.setFlags()
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*/
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eSIMULATION_SHAPE = (1<<0),
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/**
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\brief The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).
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*/
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eSCENE_QUERY_SHAPE = (1<<1),
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/**
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\brief The shape is a trigger which can send reports whenever other shapes enter/leave its volume.
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\note Triangle meshes and heightfields can not be triggers. Shape creation will fail in these cases.
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\note Shapes marked as triggers do not collide with other objects. If an object should act both
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as a trigger shape and a collision shape then create a rigid body with two shapes, one being a
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trigger shape and the other a collision shape. It is illegal to raise the eTRIGGER_SHAPE and
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eSIMULATION_SHAPE flags on a single PxShape instance. In the event that one of these flags is already
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raised the sdk will reject any attempt to raise the other. To raise the eTRIGGER_SHAPE flag first
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ensure that eSIMULATION_SHAPE flag is already lowered.
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\note Shapes marked as triggers are allowed to participate in scene queries, provided the eSCENE_QUERY_SHAPE flag is set.
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@see PxSimulationEventCallback.onTrigger() PxScene.setSimulationEventCallback() PxShape.setFlag(), PxShape.setFlags()
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*/
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eTRIGGER_SHAPE = (1<<2),
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/**
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\brief Enable debug renderer for this shape
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@see PxScene.getRenderBuffer() PxRenderBuffer PxVisualizationParameter
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*/
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eVISUALIZATION = (1<<3),
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/**
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\brief Sets the shape to be a particle drain.
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*/
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ePARTICLE_DRAIN = (1<<4),
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/**
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\brief Enables the shape's use of temporal bounds during the post integration broad phase check.
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*/
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eUSE_SWEPT_BOUNDS = (1<<6),
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};
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};
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/**
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\brief collection of set bits defined in PxShapeFlag.
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@see PxShapeFlag
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*/
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typedef PxFlags<PxShapeFlag::Enum,PxU8> PxShapeFlags;
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PX_FLAGS_OPERATORS(PxShapeFlag::Enum,PxU8);
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/**
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\brief Abstract class for collision shapes.
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An instance can be created by calling the createShape() method of the PxRigidActor class.
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<h3>Visualizations</h3>
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\li PxVisualizationParameter::eCOLLISION_AABBS
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\li PxVisualizationParameter::eCOLLISION_SHAPES
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\li PxVisualizationParameter::eCOLLISION_AXES
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@see PxRigidActor.createShape() PxBoxGeometry PxSphereGeometry PxCapsuleGeometry PxPlaneGeometry PxConvexMeshGeometry
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PxTriangleMeshGeometry PxHeightFieldGeometry
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*/
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class PxShape : public PxSerializable
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{
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public:
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/**
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\brief Deletes the shape.
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Do not keep a reference to the deleted instance.
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For static rigid actors it is not possible to release all shapes associated with the actor.
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An attempt to remove the last shape will be ignored.
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@see PxRigidActor::createShape()
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*/
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virtual void release() = 0;
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/**
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\brief Get the geometry type of the shape.
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\return Type of shape geometry.
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@see PxGeometryType
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*/
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virtual PxGeometryType::Enum getGeometryType() const = 0;
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/**
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\brief Adjust the geometry of the shape.
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\note The type of the passed in geometry must match the geometry type of the shape.
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\note It is not allowed to change the geometry type of a shape.
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\note This function does not guarantee correct/continuous behavior when objects are resting on top of old or new geometry.
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\param[in] geometry New geometry of the shape.
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual void setGeometry(const PxGeometry& geometry) = 0;
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/**
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\brief Retrieve the geometry from the shape in a PxGeometryHolder wrapper class.
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\return a PxGeometryHolder object containing the geometry;
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@see PxGeometry PxGeometryType getGeometryType() setGeometry()
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*/
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virtual PxGeometryHolder getGeometry() const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getBoxGeometry(PxBoxGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getSphereGeometry(PxSphereGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getCapsuleGeometry(PxCapsuleGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getPlaneGeometry(PxPlaneGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getConvexMeshGeometry(PxConvexMeshGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getTriangleMeshGeometry(PxTriangleMeshGeometry& geometry) const = 0;
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/**
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\brief Fetch the geometry of the shape.
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\note If the type of geometry to extract does not match the geometry type of the shape
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then the method will return false and the passed in geometry descriptor is not modified.
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\param[in] geometry The descriptor to save the shape's geometry data to.
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\return True on success else false
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@see PxGeometry PxGeometryType getGeometryType()
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*/
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virtual bool getHeightFieldGeometry(PxHeightFieldGeometry& geometry) const = 0;
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/**
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\brief Retrieves the actor which this shape is associated with.
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\return The actor this shape is associated with.
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@see PxRigidStatic, PxRigidDynamic, PxArticulationLink
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*/
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virtual PxRigidActor& getActor() const = 0;
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/**
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\brief Retrieves the axis aligned bounding box enclosing the shape.
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\return The shape's bounding box.
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@see PxBounds3
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*/
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virtual PxBounds3 getWorldBounds() const = 0;
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/************************************************************************************************/
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/** @name Pose Manipulation
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*/
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//@{
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/**
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\brief Sets the pose of the shape in actor space, i.e. relative to the actor they are owned by.
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This transformation is identity by default.
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<b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically.
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<i>Note:</i> Does not automatically update the inertia properties of the owning actor (if applicable); use the
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PhysX extensions method #PxRigidBodyExt::updateMassAndInertia() to do this.
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<b>Default:</b> the identity transform
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\param[in] pose The new transform from the actor frame to the shape frame. <b>Range:</b> rigid body transform
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@see getLocalPose()
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*/
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virtual void setLocalPose(const PxTransform& pose) = 0;
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/**
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\brief Retrieves the pose of the shape in actor space, i.e. relative to the actor they are owned by.
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This transformation is identity by default.
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\return Pose of shape relative to the actor's frame.
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@see setLocalPose()
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*/
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virtual PxTransform getLocalPose() const = 0;
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//@}
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/************************************************************************************************/
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/** @name Collision Filtering
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*/
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//@{
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/**
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\brief Sets the user definable collision filter data.
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<b>Sleeping:</b> Does wake up the actor if the filter data change causes a formerly suppressed
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collision pair to be enabled.
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<b>Default:</b> (0,0,0,0)
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@see getSimulationFilterData()
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*/
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virtual void setSimulationFilterData(const PxFilterData& data) = 0;
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/**
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\brief Retrieves the shape's collision filter data.
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@see setSimulationFilterData()
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*/
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virtual PxFilterData getSimulationFilterData() const = 0;
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/**
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\brief Marks the object to reset interactions and re-run collision filters in the next simulation step.
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This call forces the object to remove all existing collision interactions, to search anew for existing contact
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pairs and to run the collision filters again for found collision pairs.
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\note All persistent state of existing interactions will be lost and can not be retrieved even if the same collison pair
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is found again in the next step. This will mean, for example, that you will not get notified about persistent contact
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for such an interaction (see #PxPairFlag::eNOTIFY_TOUCH_PERSISTS), the contact pair will be interpreted as newly found instead.
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\note Lost touch contact reports will be sent for every collision pair which includes this shape, if they have
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been requested through #PxPairFlag::eNOTIFY_TOUCH_LOST or #PxPairFlag::eNOTIFY_THRESHOLD_FORCE_LOST.
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\note This is an expensive operation, don't use it if you don't have to.
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\note Can be used to retrieve collision pairs that were killed by the collision filters (see #PxFilterFlag::eKILL)
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<b>Sleeping:</b> Does wake up the actor.
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@see PxSimulationFilterShader PxSimulationFilterCallback
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*/
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virtual void resetFiltering() = 0;
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/**
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\brief Sets the user definable query filter data.
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<b>Default:</b> (0,0,0,0)
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@see getQueryFilterData()
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*/
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virtual void setQueryFilterData(const PxFilterData& data) = 0;
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/**
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\brief Retrieves the shape's Query filter data.
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@see setQueryFilterData()
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*/
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virtual PxFilterData getQueryFilterData() const = 0;
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//@}
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/************************************************************************************************/
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/**
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\brief Assigns material(s) to the shape.
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<b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically.
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\param[in] materials List of material pointers to assign to the shape. See #PxMaterial
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\param[in] materialCount The number of materials provided.
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@see PxPhysics.createMaterial() getMaterials()
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*/
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virtual void setMaterials(PxMaterial*const* materials, PxU32 materialCount) = 0;
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/**
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\brief Returns the number of materials assigned to the shape.
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You can use #getMaterials() to retrieve the material pointers.
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\return Number of materials associated with this shape.
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@see PxMaterial getMaterials()
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*/
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virtual PxU32 getNbMaterials() const = 0;
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/**
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\brief Retrieve all the material pointers associated with the shape.
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You can retrieve the number of material pointers by calling #getNbMaterials()
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Note: Removing materials with #PxMaterial::release() will invalidate the pointer of the released material.
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\param[out] userBuffer The buffer to store the material pointers.
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\param[in] bufferSize Size of provided user buffer.
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\return Number of material pointers written to the buffer.
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@see PxMaterial getNbMaterials() PxMaterial::release()
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*/
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virtual PxU32 getMaterials(PxMaterial** userBuffer, PxU32 bufferSize) const = 0;
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/**
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\brief Retrieve material from given triangle index.
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The input index is the internal triangle index as used inside the SDK. This is the index
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returned to users by various SDK functions such as raycasts.
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This function is only useful for triangle meshes or heightfields, which have per-triangle
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materials. For other shapes the function returns the single material associated with the
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shape, regardless of the index.
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\param[in] faceIndex The internal triangle index whose material you want to retrieve.
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\return Material from input triangle
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@see PxMaterial getNbMaterials() PxMaterial::release()
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*/
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virtual PxMaterial* getMaterialFromInternalFaceIndex(PxU32 faceIndex) const = 0;
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/**
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\brief Sets the contact offset.
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Shapes whose distance is less than the sum of their contactOffset values will generate contacts. The contact offset must be positive and
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greater than the rest offset. Having a contactOffset greater than than the restOffset allows the collision detection system to
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predictively enforce the contact constraint even when the objects are slightly separated. This prevents jitter that would occur
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if the constraint were enforced only when shapes were within the rest distance.
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<b>Default:</b> 0.02f * PxTolerancesScale::length
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<b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically.
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\param[in] contactOffset <b>Range:</b> (maximum(0,restOffset),inf)
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@see getContactOffset PxTolerancesScale setRestOffset
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*/
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virtual void setContactOffset(PxReal contactOffset) = 0;
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/**
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\brief Retrieves the contact offset.
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\return The contact offset of the shape.
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@see setContactOffset()
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*/
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virtual PxReal getContactOffset() const = 0;
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/**
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\brief Sets the rest offset.
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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
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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
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each others' surfaces.
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<b>Default:</b> 0.0f
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<b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically.
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\param[in] restOffset <b>Range:</b> (-inf,contactOffset)
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@see getRestOffset setContactOffset
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*/
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virtual void setRestOffset(PxReal restOffset) = 0;
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/**
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\brief Retrieves the rest offset.
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\return The rest offset of the shape.
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@see setRestOffset()
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*/
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virtual PxReal getRestOffset() const = 0;
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/************************************************************************************************/
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/**
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\brief Sets shape flags
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<b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically.
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\param[in] flag The shape flag to enable/disable. See #PxShapeFlag.
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\param[in] value True to set the flag. False to clear the flag specified in flag.
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<b>Default:</b> PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eSCENE_QUERY_SHAPE
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@see PxShapeFlag getFlags()
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*/
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virtual void setFlag(PxShapeFlag::Enum flag, bool value) = 0;
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/**
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\brief Sets shape flags
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@see PxShapeFlag getFlags()
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*/
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virtual void setFlags( PxShapeFlags inFlags ) = 0;
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/**
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\brief Retrieves shape flags.
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\return The values of the shape flags.
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@see PxShapeFlag setFlag()
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*/
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virtual PxShapeFlags getFlags() const = 0;
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/**
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\brief Sets a name string for the object that can be retrieved with #getName().
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This is for debugging and is not used by the SDK.
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The string is not copied by the SDK, only the pointer is stored.
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<b>Default:</b> NULL
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\param[in] name The name string to set the objects name to.
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@see getName()
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*/
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virtual void setName(const char* name) = 0;
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/**
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\brief retrieves the name string set with setName().
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\return The name associated with the shape.
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@see setName()
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*/
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virtual const char* getName() const = 0;
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/************************************************************************************************/
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/**
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\brief Raycast test against the shape.
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\param[in] rayOrigin The origin of the ray to test the geometry object against
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\param[in] rayDir The direction of the ray to test the geometry object against
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\param[in] maxDist Maximum ray length
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\param[in] hintFlags Specification of the kind of information to retrieve on hit. Combination of #PxSceneQueryFlag flags
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\param[in] maxHits max number of returned hits = size of 'rayHits' buffer
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\param[out] rayHits Raycast hits information
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\param[in] firstHit Set to false if the closest hit point should be computed, else the query aborts as soon as the first valid hit point is found.
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\param[in] shapePose Optional pose for the PxShape object. If NULL, the shape's global pose is used.
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\return Number of hits between the ray and the shape
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@see RaycastHit PxTransform
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|
*/
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|
virtual PxU32 raycast(const PxVec3& rayOrigin, const PxVec3& rayDir, PxReal maxDist, PxSceneQueryFlags hintFlags,
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PxU32 maxHits, PxRaycastHit* rayHits, bool firstHit, const PxTransform* shapePose=NULL) const = 0;
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|
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/**
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\brief Test overlap between the shape and a geometry object
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\param[in] otherGeom The other geometry object to test overlap with
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\param[in] otherGeomPose Pose of the other geometry object
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\param[in] shapePose Optional pose for the PxShape object. If NULL, the shape's global pose is used.
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\return True if the shape overlaps the geometry object
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|
|
@see PxGeometry PxTransform
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|
*/
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|
virtual bool overlap(const PxGeometry& otherGeom, const PxTransform& otherGeomPose, const PxTransform* shapePose=NULL) const = 0;
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|
|
/**
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\brief Sweep a geometry object against the shape.
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|
Currently only box, sphere, capsule and convex mesh shapes are supported, i.e. the swept geometry object must be one of those types.
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\param[in] unitDir Normalized direction along which the geometry object should be swept.
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\param[in] distance Sweep distance. Needs to be larger than 0.
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|
\param[in] otherGeom The geometry object to sweep against the shape
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|
\param[in] otherGeomPose Pose of the geometry object
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|
\param[out] sweepHit The sweep hit information. Only valid if this method returns true.
|
|
\param[in] hintFlags Specification of the kind of information to retrieve on hit. Combination of #PxSceneQueryFlag flags
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|
\param[in] shapePose Optional pose for the PxShape object. If NULL, the shape's global pose is used.
|
|
\return True if the swept geometry object hits the shape
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|
|
|
@see PxGeometry PxTransform PxSweepHit
|
|
*/
|
|
virtual bool sweep( const PxVec3& unitDir, const PxReal distance, const PxGeometry& otherGeom, const PxTransform& otherGeomPose,
|
|
PxSweepHit& sweepHit, PxSceneQueryFlags hintFlags, const PxTransform* shapePose=NULL) const = 0;
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|
|
|
virtual const char* getConcreteTypeName() const { return "PxShape"; }
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|
|
|
/************************************************************************************************/
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|
|
|
void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.
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|
|
protected:
|
|
PxShape(PxRefResolver& v) : PxSerializable(v) {}
|
|
PX_INLINE PxShape() : userData(NULL) {}
|
|
virtual ~PxShape() {}
|
|
virtual bool isKindOf(const char* name) const { return !strcmp("PxShape", name) || PxSerializable::isKindOf(name); }
|
|
|
|
};
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|
|
|
#ifndef PX_DOXYGEN
|
|
} // namespace physx
|
|
#endif
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|
|
|
/** @} */
|
|
#endif
|