15 #include "physxContactPair.h" 16 #include "physxManager.h" 17 #include "physxActor.h" 18 #include "physxContactPoint.h" 31 if (_pair.isDeletedActor[0]) {
32 physx_cat.warning() <<
"actor A has been deleted" << endl;
36 NxActor *actorPtr = _pair.actors[0];
37 return (actorPtr == NULL) ? NULL : (
PhysxActor *)actorPtr->userData;
49 if (_pair.isDeletedActor[1]) {
50 physx_cat.warning() <<
"actor B has been deleted" << endl;
54 NxActor *actorPtr = _pair.actors[1];
55 return (actorPtr == NULL) ? NULL : (
PhysxActor *)actorPtr->userData;
67 return _pair.isDeletedActor[0];
79 return _pair.isDeletedActor[1];
131 if (_contacts.size() == 0) {
132 NxContactStreamIterator it(_pair.stream);
133 while(it.goNextPair()) {
134 while(it.goNextPatch()) {
135 while(it.goNextPoint()) {
138 _contacts.push_back(cp);
144 return _contacts.size();
160 nassertr(idx < _contacts.size(), PhysxContactPoint::empty());
161 return _contacts[idx];
This is a three-component vector distance (as opposed to a three-component point, which represents a ...
static LVector3f nxVec3_to_vec3(const NxVec3 &v)
Converts from NxVec3 to LVector3f.
Actors are the main simulation objects.
TypeHandle is the identifier used to differentiate C++ class types.