Panda3D
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A sphere shaped collision detection primitive. More...
#include "physxSphereShape.h"
Public Member Functions | |
virtual TypeHandle | force_init_type () |
float | get_radius () const |
Returns the radius of the sphere. | |
virtual TypeHandle | get_type () const |
void | link (NxShape *shapePtr) |
NxShape * | ptr () const |
void | save_to_desc (PhysxSphereShapeDesc &shapeDesc) const |
Saves the state of the shape object to a descriptor. | |
void | set_radius (float radius) |
Sets the sphere radius. | |
void | unlink () |
Static Public Member Functions | |
static TypeHandle | get_class_type () |
static void | init_type () |
This function is declared non-inline to work around a compiler bug in g++ 2.96. |
A sphere shaped collision detection primitive.
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 PhysxSphereShapeDesc 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 42 of file physxSphereShape.h.
float PhysxSphereShape::get_radius | ( | ) | const |
Returns the radius of the sphere.
Definition at line 84 of file physxSphereShape.cxx.
static void PhysxSphereShape::init_type | ( | ) | [inline, static] |
This function is declared non-inline to work around a compiler bug in g++ 2.96.
Making it inline seems to cause problems in the optimizer.
Reimplemented from PhysxShape.
Definition at line 69 of file physxSphereShape.h.
References PhysxShape::init_type().
void PhysxSphereShape::save_to_desc | ( | PhysxSphereShapeDesc & | shapeDesc | ) | const |
Saves the state of the shape object to a descriptor.
Definition at line 60 of file physxSphereShape.cxx.
void PhysxSphereShape::set_radius | ( | float | radius | ) |
Sets the sphere radius.
Definition at line 72 of file physxSphereShape.cxx.