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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxBroadPhase.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> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
+ <a class="qindex" href="functions.html">Compound Members</a> &nbsp;
+ </center>
+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxBroadPhase.h</h1><a href="PxBroadPhase_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_BROAD_PHASE_H</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_BROAD_PHASE_H</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxBounds3_8h.html">foundation/PxBounds3.h</a>"</span>
+<a name="l00039"></a>00039
+<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
+<a name="l00042"></a>00042 {
+<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
+<a name="l00044"></a>00044 <span class="preprocessor"></span>
+<a name="l00045"></a>00045 <span class="keyword">class </span><a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>;
+<a name="l00046"></a>00046
+<a name="l00060"></a><a class="code" href="structPxBroadPhaseType.html">00060</a> <span class="keyword">struct </span><a class="code" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a>
+<a name="l00061"></a>00061 {
+<a name="l00062"></a><a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">00062</a> <span class="keyword">enum</span> <a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda">Enum</a>
+<a name="l00063"></a>00063 {
+<a name="l00064"></a><a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda33a7598e6dd29fb6a2e905966aba3c25">00064</a> eSAP,
+<a name="l00065"></a><a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7ddabe0a5c309436a84e58c227c548fa17da">00065</a> eMBP,
+<a name="l00066"></a><a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda078c39fc893dc0f46b49ef26113cfd0d">00066</a> eGPU,
+<a name="l00067"></a>00067
+<a name="l00068"></a><a class="code" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7dda76ebc67e9bc983ffc69765595e777a95">00068</a> eLAST
+<a name="l00069"></a>00069 };
+<a name="l00070"></a>00070 };
+<a name="l00071"></a>00071
+<a name="l00089"></a><a class="code" href="classPxBroadPhaseCallback.html">00089</a> <span class="keyword">class </span><a class="code" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events.">PxBroadPhaseCallback</a>
+<a name="l00090"></a>00090 {
+<a name="l00091"></a>00091 <span class="keyword">public</span>:
+<a name="l00092"></a><a class="code" href="classPxBroadPhaseCallback.html#dbbd54fb4eb42348829be1aa27980005">00092</a> <span class="keyword">virtual</span> <a class="code" href="classPxBroadPhaseCallback.html#dbbd54fb4eb42348829be1aa27980005">~PxBroadPhaseCallback</a>() {}
+<a name="l00093"></a>00093
+<a name="l00102"></a>00102 <span class="keyword">virtual</span> <span class="keywordtype">void</span> onObjectOutOfBounds(<a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>&amp; shape, <a class="code" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK.">PxActor</a>&amp; actor) = 0;
+<a name="l00103"></a>00103
+<a name="l00111"></a>00111 <span class="keyword">virtual</span> <span class="keywordtype">void</span> onObjectOutOfBounds(<a class="code" href="classPxAggregate.html" title="Class to aggregate actors into a single broad-phase entry.">PxAggregate</a>&amp; aggregate) = 0;
+<a name="l00112"></a>00112 };
+<a name="l00113"></a>00113
+<a name="l00134"></a><a class="code" href="structPxBroadPhaseRegion.html">00134</a> <span class="keyword">struct </span><a class="code" href="structPxBroadPhaseRegion.html" title="&amp;quot;Region of interest&amp;quot; for the broad-phase.">PxBroadPhaseRegion</a>
+<a name="l00135"></a>00135 {
+<a name="l00136"></a><a class="code" href="structPxBroadPhaseRegion.html#e13e89ca861565e52680e073da3e4043">00136</a> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> bounds;
+<a name="l00137"></a><a class="code" href="structPxBroadPhaseRegion.html#71ea61caf0560a874bd7fb53cea525b4">00137</a> <span class="keywordtype">void</span>* userData;
+<a name="l00138"></a>00138 };
+<a name="l00139"></a>00139
+<a name="l00143"></a><a class="code" href="structPxBroadPhaseRegionInfo.html">00143</a> <span class="keyword">struct </span><a class="code" href="structPxBroadPhaseRegionInfo.html" title="Information &amp;amp; stats structure for a region.">PxBroadPhaseRegionInfo</a>
+<a name="l00144"></a>00144 {
+<a name="l00145"></a><a class="code" href="structPxBroadPhaseRegionInfo.html#0db5aa69328a6e7ee92683b0f98a88ef">00145</a> <a class="code" href="structPxBroadPhaseRegion.html" title="&amp;quot;Region of interest&amp;quot; for the broad-phase.">PxBroadPhaseRegion</a> region;
+<a name="l00146"></a><a class="code" href="structPxBroadPhaseRegionInfo.html#42c387fdc3547b80af62d3e671a5af81">00146</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbStaticObjects;
+<a name="l00147"></a><a class="code" href="structPxBroadPhaseRegionInfo.html#2bcc9f7a41d0b93cb85b484fba871875">00147</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbDynamicObjects;
+<a name="l00148"></a><a class="code" href="structPxBroadPhaseRegionInfo.html#fa7f75372a0790a528002b288cf105ee">00148</a> <span class="keywordtype">bool</span> active;
+<a name="l00149"></a><a class="code" href="structPxBroadPhaseRegionInfo.html#9c4a005743c96f464a409843ab488481">00149</a> <span class="keywordtype">bool</span> overlap;
+<a name="l00150"></a>00150 };
+<a name="l00151"></a>00151
+<a name="l00155"></a><a class="code" href="structPxBroadPhaseCaps.html">00155</a> <span class="keyword">struct </span><a class="code" href="structPxBroadPhaseCaps.html" title="Caps class for broad phase.">PxBroadPhaseCaps</a>
+<a name="l00156"></a>00156 {
+<a name="l00157"></a><a class="code" href="structPxBroadPhaseCaps.html#eff3784c87ac5de06aa45e086724df23">00157</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbRegions;
+<a name="l00158"></a><a class="code" href="structPxBroadPhaseCaps.html#98e2ae241f29c4966ae9e30a2540d771">00158</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbObjects;
+<a name="l00159"></a><a class="code" href="structPxBroadPhaseCaps.html#aff9d2a811a6863dea9939ecb2f26e58">00159</a> <span class="keywordtype">bool</span> needsPredefinedBounds;
+<a name="l00160"></a>00160 };
+<a name="l00161"></a>00161
+<a name="l00162"></a>00162 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00163"></a>00163 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00164"></a>00164 <span class="preprocessor">#endif</span>
+<a name="l00165"></a>00165 <span class="preprocessor"></span>
+<a name="l00167"></a>00167 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
+<hr style="width: 100%; height: 2px;"><br>
+Copyright &copy; 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>
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