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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html new file mode 100644 index 00000000..83a9124d --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxBatchQuery_8h-source.html @@ -0,0 +1,123 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxBatchQuery.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<h1>PxBatchQuery.h</h1><a href="PxBatchQuery_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span> +<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span> +<a name="l00003"></a>00003 <span class="comment">//</span> +<a name="l00004"></a>00004 <span class="comment">// Notice</span> +<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span> +<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span> +<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span> +<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span> +<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span> +<a name="l00010"></a>00010 <span class="comment">//</span> +<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span> +<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span> +<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span> +<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span> +<a name="l00015"></a>00015 <span class="comment">//</span> +<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span> +<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span> +<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span> +<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span> +<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span> +<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span> +<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span> +<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span> +<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span> +<a name="l00025"></a>00025 <span class="comment">//</span> +<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span> +<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span> +<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span> +<a name="l00029"></a>00029 +<a name="l00030"></a>00030 +<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_SCENEQUERY</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENEQUERY</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxShape_8h.html">PxShape.h</a>"</span> +<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxBatchQueryDesc_8h.html">PxBatchQueryDesc.h</a>"</span> +<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxQueryFiltering_8h.html">PxQueryFiltering.h</a>"</span> +<a name="l00040"></a>00040 +<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00043"></a>00043 { +<a name="l00044"></a>00044 <span class="preprocessor">#endif</span> +<a name="l00045"></a>00045 <span class="preprocessor"></span> +<a name="l00046"></a>00046 <span class="keyword">class </span><a class="code" href="classPxBoxGeometry.html" title="Class representing the geometry of a box.">PxBoxGeometry</a>; +<a name="l00047"></a>00047 <span class="keyword">class </span><a class="code" href="classPxSphereGeometry.html" title="A class representing the geometry of a sphere.">PxSphereGeometry</a>; +<a name="l00048"></a>00048 <span class="keyword">struct </span><a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>; +<a name="l00049"></a>00049 +<a name="l00057"></a><a class="code" href="classPxBatchQuery.html">00057</a> <span class="keyword">class </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time...">PxBatchQuery</a> +<a name="l00058"></a>00058 { +<a name="l00059"></a>00059 <span class="keyword">public</span>: +<a name="l00060"></a>00060 +<a name="l00064"></a>00064 <span class="keyword">virtual</span> <span class="keywordtype">void</span> execute() = 0; +<a name="l00065"></a>00065 +<a name="l00073"></a>00073 <span class="keyword">virtual</span> <a class="code" href="group__scenequery.html#ga1264802560d96e1740850b2e1a9856b" title="Batched query pre-filter shader.">PxBatchQueryPreFilterShader</a> getPreFilterShader() <span class="keyword">const</span> = 0; +<a name="l00074"></a>00074 +<a name="l00082"></a>00082 <span class="keyword">virtual</span> <a class="code" href="group__scenequery.html#g043a6549307b8fd63c96f48edafddad0" title="Batched query post-filter shader.">PxBatchQueryPostFilterShader</a> getPostFilterShader() <span class="keyword">const</span> = 0; +<a name="l00083"></a>00083 +<a name="l00084"></a>00084 +<a name="l00092"></a>00092 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">void</span>* getFilterShaderData() <span class="keyword">const</span> = 0; +<a name="l00093"></a>00093 +<a name="l00101"></a>00101 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getFilterShaderDataSize() <span class="keyword">const</span> = 0; +<a name="l00102"></a>00102 +<a name="l00103"></a>00103 +<a name="l00111"></a>00111 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <span class="keyword">virtual</span> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> getOwnerClient() <span class="keyword">const</span> = 0; +<a name="l00112"></a>00112 +<a name="l00120"></a>00120 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setUserMemory(<span class="keyword">const</span> <a class="code" href="structPxBatchQueryMemory.html" title="Struct for PxBatchQuery memory pointers.">PxBatchQueryMemory</a>&) = 0; +<a name="l00121"></a>00121 +<a name="l00127"></a>00127 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="structPxBatchQueryMemory.html" title="Struct for PxBatchQuery memory pointers.">PxBatchQueryMemory</a>& getUserMemory() = 0; +<a name="l00128"></a>00128 +<a name="l00134"></a>00134 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00135"></a>00135 +<a name="l00159"></a>00159 <span class="keyword">virtual</span> <span class="keywordtype">void</span> raycast( +<a name="l00160"></a>00160 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance = <a class="code" href="group__foundation.html#g7539e08056ea09ff1c341b866b7103f4">PX_MAX_F32</a>, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> maxTouchHits = 0, +<a name="l00161"></a>00161 PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, +<a name="l00162"></a>00162 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), +<a name="l00163"></a>00163 <span class="keywordtype">void</span>* userData = NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL) = 0; +<a name="l00164"></a>00164 +<a name="l00165"></a>00165 +<a name="l00188"></a>00188 <span class="keyword">virtual</span> <span class="keywordtype">void</span> overlap( +<a name="l00189"></a>00189 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, <span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& pose, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> maxTouchHits = 0, +<a name="l00190"></a>00190 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <span class="keywordtype">void</span>* userData=NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL) = 0; +<a name="l00191"></a>00191 +<a name="l00219"></a>00219 <span class="keyword">virtual</span> <span class="keywordtype">void</span> sweep( +<a name="l00220"></a>00220 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geometry, <span class="keyword">const</span> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& pose, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance, +<a name="l00221"></a>00221 <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a> maxTouchHits = 0, PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, +<a name="l00222"></a>00222 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>& filterData = <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>(), <span class="keywordtype">void</span>* userData=NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>* cache = NULL, +<a name="l00223"></a>00223 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f) = 0; +<a name="l00224"></a>00224 +<a name="l00225"></a>00225 <span class="keyword">protected</span>: +<a name="l00226"></a><a class="code" href="classPxBatchQuery.html#117dd25a3366f03dbb748a5afcf26117">00226</a> <span class="keyword">virtual</span> <a class="code" href="classPxBatchQuery.html#117dd25a3366f03dbb748a5afcf26117">~PxBatchQuery</a>() {} +<a name="l00227"></a>00227 }; +<a name="l00228"></a>00228 +<a name="l00229"></a>00229 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00230"></a>00230 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00231"></a>00231 <span class="preprocessor">#endif</span> +<a name="l00232"></a>00232 <span class="preprocessor"></span> +<a name="l00234"></a>00234 <span class="preprocessor">#endif</span> +</pre></div></div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |