A plane collision detection primitive.
By default it is configured to be the y == 0 plane. You can then set a normal and a d to specify an arbitrary plane. d is the distance of the plane from the origin along the normal, assuming the normal is normalized. Thus the plane equation is: normal.x * X + normal.y * Y + normal.z * Z = d
Note: the plane does not represent an infinitely thin object, but rather a completely solid negative half space (all points p for which normal.dot(p) - d < 0 are inside the solid region.)
Each shape is owned by an actor that it is attached to.
An instance can be created by calling the createShape() method of the PhysxActor object that should own it, with a PhysxPlaneShapeDesc object as the parameter, or by adding the shape descriptor into the PhysxActorDesc class before creating the actor.
The shape is deleted by calling release() on the shape itself.
Definition at line 54 of file physxPlaneShape.h.