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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
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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: PxTriangleMeshExt.h Source File</title>
+ <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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+ <a class="qindex" href="main.html">Main Page</a> &nbsp;
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+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxTriangleMeshExt.h</h1><a href="PxTriangleMeshExt_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_TRIANGLE_MESH_H</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_TRIANGLE_MESH_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="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.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="classPxGeometry.html" title="A geometry object.">PxGeometry</a>;
+<a name="l00046"></a>00046 <span class="keyword">class </span><a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>;
+<a name="l00047"></a>00047 <span class="keyword">class </span><a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>;
+<a name="l00048"></a>00048
+<a name="l00061"></a><a class="code" href="classPxMeshOverlapUtil.html">00061</a> <span class="keyword">class </span><a class="code" href="classPxMeshOverlapUtil.html" title="Utility class to find mesh triangles touched by a specified geometry object.">PxMeshOverlapUtil</a>
+<a name="l00062"></a>00062 {
+<a name="l00063"></a>00063 <span class="keyword">public</span>:
+<a name="l00064"></a>00064 <a class="code" href="classPxMeshOverlapUtil.html" title="Utility class to find mesh triangles touched by a specified geometry object.">PxMeshOverlapUtil</a>();
+<a name="l00065"></a>00065 ~<a class="code" href="classPxMeshOverlapUtil.html" title="Utility class to find mesh triangles touched by a specified geometry object.">PxMeshOverlapUtil</a>();
+<a name="l00077"></a>00077 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> findOverlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; 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>&amp; geomPose, <span class="keyword">const</span> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>&amp; meshGeom, <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>&amp; meshPose);
+<a name="l00078"></a>00078
+<a name="l00090"></a>00090 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> findOverlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; 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>&amp; geomPose, <span class="keyword">const</span> <a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>&amp; hfGeom, <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>&amp; hfPose);
+<a name="l00091"></a>00091
+<a name="l00096"></a><a class="code" href="classPxMeshOverlapUtil.html#afc10eb1eb093a12f44ad751edda5059">00096</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* <a class="code" href="classPxMeshOverlapUtil.html#afc10eb1eb093a12f44ad751edda5059" title="Retrieves array of triangle indices after a findOverlap call.">getResults</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> mResultsMemory; }
+<a name="l00097"></a>00097
+<a name="l00102"></a><a class="code" href="classPxMeshOverlapUtil.html#3c6325446aac1cf7f1a8f07ffe90dd03">00102</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> <a class="code" href="classPxMeshOverlapUtil.html#3c6325446aac1cf7f1a8f07ffe90dd03" title="Retrieves number of triangle indices after a findOverlap call.">getNbResults</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> mNbResults; }
+<a name="l00103"></a>00103
+<a name="l00104"></a>00104 <span class="keyword">private</span>:
+<a name="l00105"></a><a class="code" href="classPxMeshOverlapUtil.html#e7c3e17877da7c7c7fb3049401a1f8d4">00105</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* mResultsMemory;
+<a name="l00106"></a><a class="code" href="classPxMeshOverlapUtil.html#a2c290a124977239d5c5210e972ffd8d">00106</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> mResults[256];
+<a name="l00107"></a><a class="code" href="classPxMeshOverlapUtil.html#cfe5ac18f78dff731479057553f04785">00107</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> mNbResults;
+<a name="l00108"></a><a class="code" href="classPxMeshOverlapUtil.html#84e59558ff811c57d858bc5d0cde469d">00108</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> mMaxNbResults;
+<a name="l00109"></a>00109 };
+<a name="l00110"></a>00110
+<a name="l00136"></a>00136 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="group__extensions.html#gdc8527630e57855176639ffc43028ef6" title="Computes an approximate minimum translational distance (MTD) between a geometry object...">PxComputeMeshPenetration</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxIter,
+<a name="l00137"></a>00137 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom,
+<a name="l00138"></a>00138 <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>&amp; geomPose,
+<a name="l00139"></a>00139 <span class="keyword">const</span> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>&amp; meshGeom,
+<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>&amp; meshPose, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>&amp; nb);
+<a name="l00141"></a>00141
+<a name="l00142"></a>00142
+<a name="l00170"></a>00170 <span class="keywordtype">bool</span> <a class="code" href="group__extensions.html#g78a7fcf3e5c470de1083ada5fde8e32f" title="Computes an approximate minimum translational distance (MTD) between a geometry object...">PxComputeTriangleMeshPenetration</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; direction,
+<a name="l00171"></a>00171 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a>&amp; depth,
+<a name="l00172"></a>00172 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom,
+<a name="l00173"></a>00173 <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>&amp; geomPose,
+<a name="l00174"></a>00174 <span class="keyword">const</span> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>&amp; meshGeom,
+<a name="l00175"></a>00175 <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>&amp; meshPose,
+<a name="l00176"></a>00176 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxIter,
+<a name="l00177"></a>00177 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* usedIter = NULL);
+<a name="l00178"></a>00178
+<a name="l00204"></a>00204 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="group__extensions.html#g0e11331d1427e0eb67f60b45b84e7053" title="Computes an approximate minimum translational distance (MTD) between a geometry object...">PxComputeHeightFieldPenetration</a>(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxIter,
+<a name="l00205"></a>00205 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom,
+<a name="l00206"></a>00206 <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>&amp; geomPose,
+<a name="l00207"></a>00207 <span class="keyword">const</span> <a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>&amp; heightFieldGeom,
+<a name="l00208"></a>00208 <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>&amp; heightFieldPose,
+<a name="l00209"></a>00209 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>&amp; nb);
+<a name="l00210"></a>00210
+<a name="l00211"></a>00211
+<a name="l00239"></a>00239 <span class="keywordtype">bool</span> <a class="code" href="group__extensions.html#g0e11331d1427e0eb67f60b45b84e7053" title="Computes an approximate minimum translational distance (MTD) between a geometry object...">PxComputeHeightFieldPenetration</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; direction,
+<a name="l00240"></a>00240 <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a>&amp; depth,
+<a name="l00241"></a>00241 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom,
+<a name="l00242"></a>00242 <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>&amp; geomPose,
+<a name="l00243"></a>00243 <span class="keyword">const</span> <a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>&amp; heightFieldGeom,
+<a name="l00244"></a>00244 <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>&amp; heightFieldPose,
+<a name="l00245"></a>00245 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxIter,
+<a name="l00246"></a>00246 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* usedIter = NULL);
+<a name="l00247"></a>00247
+<a name="l00248"></a>00248 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00249"></a>00249 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
+<a name="l00250"></a>00250 <span class="preprocessor">#endif</span>
+<a name="l00251"></a>00251 <span class="preprocessor"></span>
+<a name="l00253"></a>00253 <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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+</html>