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@@ -51,7 +51,7 @@ link(NxScene *scenePtr) {
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while (NxU32 i=_ptr->getMaterialArray(materials, 5, iterator)) {
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while(i--) {
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- PT(PhysxMaterial) material = new PhysxMaterial();
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+ PhysxMaterial *material = new PhysxMaterial();
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material->link(materials[i]);
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}
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}
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@@ -70,7 +70,7 @@ unlink() {
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for (NxU32 i=0; i < nControllers; i++) {
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NxController *controllerPtr = _cm->getController(i);
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- PT(PhysxController) controller = (PhysxController *)controllerPtr->getUserData();
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+ PhysxController *controller = (PhysxController *)controllerPtr->getUserData();
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controller->unlink();
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}
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@@ -79,7 +79,7 @@ unlink() {
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NxU32 nActors = _ptr->getNbActors();
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for (NxU32 i=0; i < nActors; i++) {
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- PT(PhysxActor) actor = (PhysxActor *)actors[i]->userData;
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+ PhysxActor *actor = (PhysxActor *)actors[i]->userData;
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// Actor could have already been unlinked by controller
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if (actor) {
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@@ -93,7 +93,7 @@ unlink() {
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_ptr->resetJointIterator();
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for (NxU32 i=0; i < nJoints; i++) {
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NxJoint *jointPtr = _ptr->getNextJoint();
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- PT(PhysxJoint) joint = (PhysxJoint *)jointPtr->userData;
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+ PhysxJoint *joint = (PhysxJoint *)jointPtr->userData;
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joint->unlink();
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}
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@@ -102,7 +102,7 @@ unlink() {
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NxU32 nFields = _ptr->getNbForceFields();
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for (NxU32 i=0; i < nFields; i++) {
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- PT(PhysxForceField) field = (PhysxForceField *)fields[i]->userData;
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+ PhysxForceField *field = (PhysxForceField *)fields[i]->userData;
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field->unlink();
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}
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@@ -112,7 +112,7 @@ unlink() {
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_ptr->resetForceFieldShapeGroupsIterator();
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for (NxU32 i=0; i < nGroups; i++) {
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NxForceFieldShapeGroup *groupPtr = _ptr->getNextForceFieldShapeGroup();
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- PT(PhysxForceFieldShapeGroup) group = (PhysxForceFieldShapeGroup *)groupPtr->userData;
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+ PhysxForceFieldShapeGroup *group = (PhysxForceFieldShapeGroup *)groupPtr->userData;
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group->unlink();
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}
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@@ -125,7 +125,7 @@ unlink() {
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while (NxU32 i=_ptr->getMaterialArray(materials, 5, iterator)) {
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while(i--) {
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- PT(PhysxMaterial) material = (PhysxMaterial *)materials[i]->userData;
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+ PhysxMaterial *material = (PhysxMaterial *)materials[i]->userData;
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material->unlink();
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}
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}
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@@ -323,13 +323,13 @@ get_num_actors() const {
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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-PT(PhysxActor) PhysxScene::
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+PhysxActor *PhysxScene::
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create_actor(PhysxActorDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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nassertr(desc.is_valid(),NULL);
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- PT(PhysxActor) actor = new PhysxActor();
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+ PhysxActor *actor = new PhysxActor();
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nassertr(actor, NULL);
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NxActor *actorPtr = _ptr->createActor(desc._desc);
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@@ -345,7 +345,7 @@ create_actor(PhysxActorDesc &desc) {
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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-PT(PhysxActor) PhysxScene::
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+PhysxActor *PhysxScene::
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get_actor(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -371,7 +371,7 @@ get_actor(unsigned int idx) const {
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// Reparent it to render and leave position at
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// (0,0,0).
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////////////////////////////////////////////////////////////////////
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-PT(PhysxDebugGeomNode) PhysxScene::
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+PhysxDebugGeomNode *PhysxScene::
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get_debug_geom_node() {
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nassertr(_error_type == ET_ok, NULL);
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@@ -505,13 +505,13 @@ get_num_materials() const {
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// references an undefined material, the default
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// material with index 0 is used instead.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxMaterial) PhysxScene::
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+PhysxMaterial *PhysxScene::
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create_material(PhysxMaterialDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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nassertr(desc.is_valid(),NULL);
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- PT(PhysxMaterial) material = new PhysxMaterial();
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+ PhysxMaterial *material = new PhysxMaterial();
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nassertr(material, NULL);
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NxMaterial *materialPtr = _ptr->createMaterial(desc._desc);
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@@ -528,12 +528,12 @@ create_material(PhysxMaterialDesc &desc) {
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// Description: Creates a new PhysxMaterial using the default
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// settings of PhysxMaterialDesc.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxMaterial) PhysxScene::
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+PhysxMaterial *PhysxScene::
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create_material() {
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nassertr(_error_type == ET_ok, NULL);
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- PT(PhysxMaterial) material = new PhysxMaterial();
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+ PhysxMaterial *material = new PhysxMaterial();
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nassertr(material, NULL);
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NxMaterialDesc desc;
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@@ -575,7 +575,7 @@ get_hightest_material_index() const {
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// material that has been released, then the default
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// material is returned, but no error is reported.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxMaterial) PhysxScene::
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+PhysxMaterial *PhysxScene::
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get_material_from_index(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -592,7 +592,7 @@ get_material_from_index(unsigned int idx) const {
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// materials. See also get_material_from_index,
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// which retrieves a material by it's material index.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxMaterial) PhysxScene::
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+PhysxMaterial *PhysxScene::
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get_material(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -630,13 +630,13 @@ get_num_controllers() const {
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// Access: Published
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// Description: Creates a new character controller.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxController) PhysxScene::
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+PhysxController *PhysxScene::
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create_controller(PhysxControllerDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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nassertr(desc.is_valid(),NULL);
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- PT(PhysxController) controller = PhysxController::factory(desc.ptr()->getType());
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+ PhysxController *controller = PhysxController::factory(desc.ptr()->getType());
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nassertr(controller, NULL);
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desc.ptr()->callback = &_controller_report;
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@@ -656,7 +656,7 @@ create_controller(PhysxControllerDesc &desc) {
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// Access: Published
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// Description: Retrieves the n-th controller within the scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxController) PhysxScene::
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+PhysxController *PhysxScene::
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get_controller(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -687,13 +687,13 @@ get_num_joints() const {
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// Access: Published
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// Description: Creates a joint in this scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxJoint) PhysxScene::
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+PhysxJoint *PhysxScene::
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create_joint(PhysxJointDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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nassertr(desc.is_valid(),NULL);
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- PT(PhysxJoint) joint = PhysxJoint::factory(desc.ptr()->getType());
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+ PhysxJoint *joint = PhysxJoint::factory(desc.ptr()->getType());
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nassertr(joint, NULL);
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NxJoint *jointPtr = _ptr->createJoint(*desc.ptr());
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@@ -710,7 +710,7 @@ create_joint(PhysxJointDesc &desc) {
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// Description: Retrieve the n-th joint from the array of all the
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// joints in the scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxJoint) PhysxScene::
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+PhysxJoint *PhysxScene::
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get_joint(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -744,7 +744,7 @@ get_num_force_fields() const {
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// Access: Published
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// Description: Creates a force field in this scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxForceField) PhysxScene::
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+PhysxForceField *PhysxScene::
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create_force_field(PhysxForceFieldDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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@@ -754,7 +754,7 @@ create_force_field(PhysxForceFieldDesc &desc) {
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nassertr(desc.is_valid(),NULL);
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// Create the force field
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- PT(PhysxForceField) field = new PhysxForceField();
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+ PhysxForceField *field = new PhysxForceField();
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nassertr(field, NULL);
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NxForceField *fieldPtr = _ptr->createForceField(desc._desc);
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@@ -771,7 +771,7 @@ create_force_field(PhysxForceFieldDesc &desc) {
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// Description: Returns the n-th force field from the array of
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// all the force fields in the scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxForceField) PhysxScene::
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+PhysxForceField *PhysxScene::
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get_force_field(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -802,12 +802,12 @@ get_num_force_field_shape_groups() const {
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// Description: Creates a new force field shape group in this
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// scene.
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////////////////////////////////////////////////////////////////////
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-PT(PhysxForceFieldShapeGroup) PhysxScene::
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+PhysxForceFieldShapeGroup *PhysxScene::
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create_force_field_shape_group(PhysxForceFieldShapeGroupDesc &desc) {
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nassertr(_error_type == ET_ok, NULL);
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- PT(PhysxForceFieldShapeGroup) group = new PhysxForceFieldShapeGroup();
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+ PhysxForceFieldShapeGroup *group = new PhysxForceFieldShapeGroup();
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nassertr(group, NULL);
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NxForceFieldShapeGroup *groupPtr = _ptr->createForceFieldShapeGroup(desc._desc);
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@@ -824,7 +824,7 @@ create_force_field_shape_group(PhysxForceFieldShapeGroupDesc &desc) {
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// Description: Returns the n-th force field shape group in this
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// scene
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////////////////////////////////////////////////////////////////////
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-PT(PhysxForceFieldShapeGroup) PhysxScene::
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+PhysxForceFieldShapeGroup *PhysxScene::
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get_force_field_shape_group(unsigned int idx) const {
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nassertr(_error_type == ET_ok, NULL);
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@@ -1077,17 +1077,6 @@ overlap_capsule_shapes(const LPoint3f &p0, const LPoint3f &p1, float radius,
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return report;
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}
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-//################################
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-
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////////////////////////////////////////////////////////////////////
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// Function: PhysxScene::set_actor_pair_flag
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// Access: Published
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