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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/PxGeometryQuery_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/PxGeometryQuery_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxGeometryQuery_8h-source.html | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxGeometryQuery_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxGeometryQuery_8h-source.html new file mode 100644 index 00000000..55ed06da --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxGeometryQuery_8h-source.html @@ -0,0 +1,121 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxGeometryQuery.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>PxGeometryQuery.h</h1><a href="PxGeometryQuery_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_GEOMUTILS_PX_GEOMETRY_QUERY</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_PX_GEOMETRY_QUERY</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00040"></a><a class="code" href="PxGeometryQuery_8h.html#ddb956623c5bb30dd0ad8ab09b84e73d">00040</a> <span class="preprocessor">#define PX_MAX_SWEEP_DISTANCE 1e8f</span> +<a name="l00041"></a>00041 <span class="preprocessor"></span> +<a name="l00046"></a>00046 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span> +<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxQueryReport_8h.html">PxQueryReport.h</a>"</span> +<a name="l00048"></a>00048 +<a name="l00049"></a>00049 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00050"></a>00050 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00051"></a>00051 { +<a name="l00052"></a>00052 <span class="preprocessor">#endif</span> +<a name="l00053"></a>00053 <span class="preprocessor"></span> +<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>; +<a name="l00055"></a>00055 <span class="keyword">struct </span><a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>; +<a name="l00056"></a>00056 <span class="keyword">struct </span><a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>; +<a name="l00057"></a>00057 +<a name="l00058"></a>00058 <span class="keyword">class </span><a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>; +<a name="l00059"></a>00059 +<a name="l00063"></a><a class="code" href="classPxGeometryQuery.html">00063</a> <span class="keyword">class </span><a class="code" href="classPxGeometryQuery.html" title="Collection of geometry object queries (sweeps, raycasts, overlaps, ...).">PxGeometryQuery</a> +<a name="l00064"></a>00064 { +<a name="l00065"></a>00065 <span class="keyword">public</span>: +<a name="l00066"></a>00066 +<a name="l00091"></a>00091 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> sweep(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, +<a name="l00092"></a>00092 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxDist, +<a name="l00093"></a>00093 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom0, +<a name="l00094"></a>00094 <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>& pose0, +<a name="l00095"></a>00095 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom1, +<a name="l00096"></a>00096 <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>& pose1, +<a name="l00097"></a>00097 <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>& sweepHit, +<a name="l00098"></a>00098 PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, +<a name="l00099"></a>00099 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f); +<a name="l00100"></a>00100 +<a name="l00101"></a>00101 +<a name="l00118"></a>00118 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> overlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom0, <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>& pose0, +<a name="l00119"></a>00119 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom1, <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>& pose1); +<a name="l00120"></a>00120 +<a name="l00121"></a>00121 +<a name="l00137"></a>00137 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> raycast(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& origin, +<a name="l00138"></a>00138 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& unitDir, +<a name="l00139"></a>00139 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom, +<a name="l00140"></a>00140 <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 name="l00141"></a>00141 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxDist, +<a name="l00142"></a>00142 PxHitFlags hitFlags, +<a name="l00143"></a>00143 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxHits, +<a name="l00144"></a>00144 <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>* <a class="code" href="group__foundation.html#g3b15bb2f7697b2bed10eb5477909fbe4">PX_RESTRICT</a> rayHits); +<a name="l00145"></a>00145 +<a name="l00176"></a>00176 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> computePenetration(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& direction, <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>& depth, +<a name="l00177"></a>00177 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom0, <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>& pose0, +<a name="l00178"></a>00178 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom1, <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>& pose1); +<a name="l00179"></a>00179 +<a name="l00193"></a>00193 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> pointDistance(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& point, <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom, <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="classPxVec3.html" title="3 Element vector class.">PxVec3</a>* closestPoint=NULL); +<a name="l00194"></a>00194 +<a name="l00195"></a>00195 +<a name="l00206"></a>00206 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> getWorldBounds(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom, <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="keywordtype">float</span> inflation=1.01f); +<a name="l00207"></a>00207 +<a name="l00216"></a>00216 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> isValid(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& geom); +<a name="l00217"></a>00217 }; +<a name="l00218"></a>00218 +<a name="l00219"></a>00219 +<a name="l00220"></a>00220 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00221"></a>00221 <span class="preprocessor"></span>} +<a name="l00222"></a>00222 <span class="preprocessor">#endif</span> +<a name="l00223"></a>00223 <span class="preprocessor"></span> +<a name="l00225"></a>00225 <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> |