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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/PxShapeExt_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/PxShapeExt_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxShapeExt_8h-source.html | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxShapeExt_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxShapeExt_8h-source.html new file mode 100644 index 00000000..27e73b16 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxShapeExt_8h-source.html @@ -0,0 +1,112 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxShapeExt.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>PxShapeExt.h</h1><a href="PxShapeExt_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_EXTENSIONS_SHAPE_H</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_SHAPE_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 +<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxShape_8h.html">PxShape.h</a>"</span> +<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxRigidActor_8h.html">PxRigidActor.h</a>"</span> +<a name="l00041"></a>00041 <span class="preprocessor">#include "<a class="code" href="PxGeometryQuery_8h.html">geometry/PxGeometryQuery.h</a>"</span> +<a name="l00042"></a>00042 +<a name="l00043"></a>00043 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00044"></a>00044 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00045"></a>00045 { +<a name="l00046"></a>00046 <span class="preprocessor">#endif</span> +<a name="l00047"></a>00047 <span class="preprocessor"></span> +<a name="l00054"></a><a class="code" href="classPxShapeExt.html">00054</a> <span class="keyword">class </span><a class="code" href="classPxShapeExt.html" title="utility functions for use with PxShape">PxShapeExt</a> +<a name="l00055"></a>00055 { +<a name="l00056"></a>00056 <span class="keyword">public</span>: +<a name="l00065"></a><a class="code" href="classPxShapeExt.html#df481eb1ae61121027ae6bbf5829f497">00065</a> <span class="keyword">static</span> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> getGlobalPose(<span class="keyword">const</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape, <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor) +<a name="l00066"></a>00066 { +<a name="l00067"></a>00067 <span class="keywordflow">return</span> actor.<a class="code" href="classPxRigidActor.html#6eb5e3d590e6087c930f8141d40de722" title="Retrieves the actors world space transform.">getGlobalPose</a>() * shape.<a class="code" href="classPxShape.html#f455638230d515adbfb561f1064e70a1" title="Retrieves the pose of the shape in actor space, i.e. relative to the actor they are...">getLocalPose</a>(); +<a name="l00068"></a>00068 } +<a name="l00069"></a>00069 +<a name="l00085"></a><a class="code" href="classPxShapeExt.html#a96a6b923cccd8bf680d4bf9fb8aee2d">00085</a> <span class="keyword">static</span> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> raycast(<span class="keyword">const</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape, <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor, +<a name="l00086"></a>00086 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& rayOrigin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& rayDir, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxDist, PxHitFlags hitFlags, +<a name="l00087"></a>00087 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxHits, <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>* rayHits) +<a name="l00088"></a>00088 { +<a name="l00089"></a>00089 <span class="keywordflow">return</span> <a class="code" href="classPxGeometryQuery.html#79e90c0d753b17536aa1b8d1f2f29baa" title="Raycast test against a geometry object.">PxGeometryQuery::raycast</a>( +<a name="l00090"></a>00090 rayOrigin, rayDir, shape.<a class="code" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8" title="Retrieve the geometry from the shape in a PxGeometryHolder wrapper class.">getGeometry</a>().<a class="code" href="classPxGeometryHolder.html#6c9aeca0bda5885f935c8aaae56851bd">any</a>(), getGlobalPose(shape, actor), maxDist, hitFlags, maxHits, rayHits); +<a name="l00091"></a>00091 } +<a name="l00092"></a>00092 +<a name="l00104"></a><a class="code" href="classPxShapeExt.html#ffe9828effe773b79ab836691b72d62a">00104</a> <span class="keyword">static</span> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> overlap(<span class="keyword">const</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape, <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor, +<a name="l00105"></a>00105 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& otherGeom, <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>& otherGeomPose) +<a name="l00106"></a>00106 { +<a name="l00107"></a>00107 <span class="keywordflow">return</span> <a class="code" href="classPxGeometryQuery.html#62d7a791dba43d475d96a28571f585b4" title="Overlap test for two geometry objects.">PxGeometryQuery::overlap</a>(shape.<a class="code" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8" title="Retrieve the geometry from the shape in a PxGeometryHolder wrapper class.">getGeometry</a>().<a class="code" href="classPxGeometryHolder.html#6c9aeca0bda5885f935c8aaae56851bd">any</a>(), getGlobalPose(shape, actor), otherGeom, otherGeomPose); +<a name="l00108"></a>00108 } +<a name="l00109"></a>00109 +<a name="l00127"></a><a class="code" href="classPxShapeExt.html#9fb19195f3ac80b6ab55fd0aa7a41cf3">00127</a> <span class="keyword">static</span> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> sweep(<span class="keyword">const</span> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape, <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor, +<a name="l00128"></a>00128 <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, <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& otherGeom, <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>& otherGeomPose, +<a name="l00129"></a>00129 <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>& sweepHit, PxHitFlags hitFlags) +<a name="l00130"></a>00130 { +<a name="l00131"></a>00131 <span class="keywordflow">return</span> <a class="code" href="classPxGeometryQuery.html#574970e722f882778a250c51f77b5b85" title="Sweep a specified geometry object in space and test for collision with a given object...">PxGeometryQuery::sweep</a>(unitDir, distance, otherGeom, otherGeomPose, shape.<a class="code" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8" title="Retrieve the geometry from the shape in a PxGeometryHolder wrapper class.">getGeometry</a>().<a class="code" href="classPxGeometryHolder.html#6c9aeca0bda5885f935c8aaae56851bd">any</a>(), getGlobalPose(shape, actor), sweepHit, hitFlags); +<a name="l00132"></a>00132 } +<a name="l00133"></a>00133 +<a name="l00134"></a>00134 +<a name="l00146"></a><a class="code" href="classPxShapeExt.html#71b7808c2c0623fe264f7973be837897">00146</a> <span class="keyword">static</span> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <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="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>& shape, <span class="keyword">const</span> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>& actor, <span class="keywordtype">float</span> inflation=1.01f) +<a name="l00147"></a>00147 { +<a name="l00148"></a>00148 <span class="keywordflow">return</span> <a class="code" href="classPxGeometryQuery.html#ac80fbc6fd9c2315aee6dddc9c1e9795" title="get the bounds for a geometry object">PxGeometryQuery::getWorldBounds</a>(shape.<a class="code" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8" title="Retrieve the geometry from the shape in a PxGeometryHolder wrapper class.">getGeometry</a>().<a class="code" href="classPxGeometryHolder.html#6c9aeca0bda5885f935c8aaae56851bd">any</a>(), getGlobalPose(shape, actor), inflation); +<a name="l00149"></a>00149 } +<a name="l00150"></a>00150 +<a name="l00151"></a>00151 }; +<a name="l00152"></a>00152 +<a name="l00153"></a>00153 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00154"></a>00154 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00155"></a>00155 <span class="preprocessor">#endif</span> +<a name="l00156"></a>00156 <span class="preprocessor"></span> +<a name="l00158"></a>00158 <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> |