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hub / github.com/NVIDIAGameWorks/PhysX / isDynamicRigid

Function isDynamicRigid

physx/source/simulationcontroller/src/ScActorSim.h:50–85  ·  view source on GitHub ↗

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48 class ElementSim;
49
50 class ActorSim : public Ps::UserAllocated
51 {
52 friend class Scene; // the scene is allowed to set the scene array index
53 friend class Interaction;
54 PX_NOCOPY(ActorSim)
55
56 public:
57 enum ActivityChangeInfoFlag
58 {
59 AS_PART_OF_CREATION = (1 << 0),
60 AS_PART_OF_ISLAND_GEN = (1 << 1)
61 };
62
63 ActorSim(Scene&, ActorCore&);
64 virtual ~ActorSim();
65
66 // Get the scene the actor resides in
67 PX_FORCE_INLINE Scene& getScene() const { return mScene; }
68
69 // Get the number of interactions connected to the actor
70 PX_FORCE_INLINE PxU32 getActorInteractionCount() const { return mInteractions.size(); }
71
72 // Get an iterator to the interactions connected to the actor
73 PX_FORCE_INLINE Interaction** getActorInteractions() const { return mInteractions.begin(); }
74
75 // Get first element in the actor (linked list)
76 PX_FORCE_INLINE ElementSim* getElements_() { return mFirstElement; }
77 PX_FORCE_INLINE const ElementSim* getElements_() const { return mFirstElement; }
78
79 PX_FORCE_INLINE PxU32 getElementCount() const { return mElementCount; }
80
81 // Get the type ID of the actor
82 PX_FORCE_INLINE PxActorType::Enum getActorType() const { return mCore.getActorCoreType(); }
83
84 // Returns true if the actor is a dynamic rigid body (including articulation links)
85 PX_FORCE_INLINE bool isDynamicRigid() const { const PxActorType::Enum type = getActorType(); return type == PxActorType::eRIGID_DYNAMIC || type == PxActorType::eARTICULATION_LINK; }
86
87 void onElementAttach(ElementSim& element);
88 void onElementDetach(ElementSim& element);

Callers 1

setActiveMethod · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected