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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/PxVolumeCache_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/PxVolumeCache_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxVolumeCache_8h-source.html | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxVolumeCache_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxVolumeCache_8h-source.html new file mode 100644 index 00000000..02e2b1f0 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxVolumeCache_8h-source.html @@ -0,0 +1,137 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVolumeCache.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>PxVolumeCache.h</h1><a href="PxVolumeCache_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 <span class="preprocessor">#ifndef PX_PHYSICS_NX_VOLUMECACHE</span> +<a name="l00031"></a>00031 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_VOLUMECACHE</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span> +<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="PxScene_8h.html">PxScene.h</a>"</span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxGeometryHelpers_8h.html">geometry/PxGeometryHelpers.h</a>"</span> +<a name="l00038"></a>00038 +<a name="l00039"></a>00039 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00040"></a>00040 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00041"></a>00041 { +<a name="l00042"></a>00042 <span class="preprocessor">#endif</span> +<a name="l00043"></a>00043 <span class="preprocessor"></span> +<a name="l00053"></a><a class="code" href="classPxVolumeCache.html">00053</a> <span class="keyword">class </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxVolumeCache.html" title="Volumetric cache for local collision geometry.">PxVolumeCache</a> +<a name="l00054"></a>00054 { +<a name="l00055"></a>00055 <span class="keyword">public</span>: +<a name="l00063"></a><a class="code" href="structPxVolumeCache_1_1Iterator.html">00063</a> <span class="keyword">struct </span><a class="code" href="structPxVolumeCache_1_1Iterator.html" title="A callback wrapper class for use with PxVolumeCache::forEach function.">Iterator</a> +<a name="l00064"></a>00064 { +<a name="l00073"></a>00073 <span class="keyword">virtual</span> <span class="keywordtype">void</span> processShapes(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> count, <span class="keyword">const</span> <a class="code" href="structPxActorShape.html" title="collection of set bits defined in PxHitFlag.">PxActorShape</a>* actorShapePairs) = 0; +<a name="l00074"></a>00074 +<a name="l00080"></a><a class="code" href="structPxVolumeCache_1_1Iterator.html#1ef5a224b3c176a16c68eaf495e6ee01">00080</a> <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structPxVolumeCache_1_1Iterator.html#1ef5a224b3c176a16c68eaf495e6ee01">finalizeQuery</a>() {} +<a name="l00081"></a>00081 <span class="keyword">protected</span>: +<a name="l00082"></a><a class="code" href="structPxVolumeCache_1_1Iterator.html#01da91983bd08226ed3de46111bedfc2">00082</a> <span class="keyword">virtual</span> <a class="code" href="structPxVolumeCache_1_1Iterator.html#01da91983bd08226ed3de46111bedfc2">~Iterator</a>() {} +<a name="l00083"></a>00083 }; +<a name="l00084"></a>00084 +<a name="l00085"></a>00085 +<a name="l00091"></a><a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f5">00091</a> <span class="keyword">enum</span> <a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f5" title="describes fill() return status.">FillStatus</a> +<a name="l00092"></a>00092 { +<a name="l00097"></a><a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f505556701b332b57b8899a95c431d8b56">00097</a> FILL_OK, +<a name="l00098"></a>00098 +<a name="l00107"></a><a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f54a3175a948c5e06d6a2c2f44495a6f95">00107</a> FILL_OVER_MAX_COUNT, +<a name="l00108"></a>00108 +<a name="l00115"></a><a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f536f4ffaf326d5f4fc310fd0a8676e6f3">00115</a> FILL_UNSUPPORTED_GEOMETRY_TYPE, +<a name="l00116"></a>00116 +<a name="l00121"></a><a class="code" href="classPxVolumeCache.html#43e58f6fea62f6ec81827e2f251912f5cbdc57f8bf59feec81f31871969c8c1e">00121</a> FILL_OUT_OF_MEMORY +<a name="l00122"></a>00122 }; +<a name="l00123"></a>00123 +<a name="l00134"></a>00134 <span class="keyword">virtual</span> FillStatus fill(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& cacheVolume, <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) = 0; +<a name="l00135"></a>00135 +<a name="l00143"></a>00143 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span> = 0; +<a name="l00144"></a>00144 +<a name="l00151"></a>00151 <span class="keyword">virtual</span> <span class="keywordtype">void</span> invalidate() = 0; +<a name="l00152"></a>00152 +<a name="l00160"></a>00160 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> getCacheVolume(<a class="code" href="classPxGeometryHolder.html" title="Geometry holder class.">PxGeometryHolder</a>& resultVolume, <a class="code" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a>& resultPose) = 0; +<a name="l00161"></a>00161 +<a name="l00167"></a>00167 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#2d0d277fc9b3eb2bff0fcfa416ae6ae4">PxI32</a> getNbCachedShapes() = 0; +<a name="l00168"></a>00168 +<a name="l00174"></a>00174 <span class="keyword">virtual</span> <span class="keywordtype">void</span> release() = 0; +<a name="l00175"></a>00175 +<a name="l00185"></a>00185 <span class="keyword">virtual</span> <span class="keywordtype">void</span> forEach(Iterator& iter) = 0; +<a name="l00186"></a>00186 +<a name="l00194"></a>00194 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMaxNbStaticShapes(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxCount) = 0; +<a name="l00195"></a>00195 +<a name="l00203"></a>00203 <span class="keyword">virtual</span> <span class="keywordtype">void</span> setMaxNbDynamicShapes(<a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxCount) = 0; +<a name="l00204"></a>00204 +<a name="l00210"></a>00210 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbStaticShapes() = 0; +<a name="l00211"></a>00211 +<a name="l00217"></a>00217 <span class="keyword">virtual</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> getMaxNbDynamicShapes() = 0; +<a name="l00218"></a>00218 +<a name="l00238"></a>00238 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> raycast( +<a name="l00239"></a>00239 <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, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance, +<a name="l00240"></a>00240 <a class="code" href="structPxHitCallback.html">PxRaycastCallback</a>& hitCall, PxHitFlags hitFlags = PxHitFlags(<a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>), +<a name="l00241"></a>00241 <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 class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL) <span class="keyword">const</span> = 0; +<a name="l00242"></a>00242 +<a name="l00262"></a>00262 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> sweep( +<a name="l00263"></a>00263 <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="l00264"></a>00264 <a class="code" href="structPxHitCallback.html">PxSweepCallback</a>& hitCall, PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, +<a name="l00265"></a>00265 <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 class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL, +<a name="l00266"></a>00266 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f) <span class="keyword">const</span> = 0; +<a name="l00267"></a>00267 +<a name="l00268"></a>00268 +<a name="l00283"></a>00283 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> overlap( +<a name="l00284"></a>00284 <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="structPxHitCallback.html">PxOverlapCallback</a>& hitCall, +<a name="l00285"></a>00285 <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 class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>* filterCall = NULL) <span class="keyword">const</span> = 0; +<a name="l00286"></a>00286 +<a name="l00287"></a>00287 <span class="keyword">protected</span>: +<a name="l00288"></a><a class="code" href="classPxVolumeCache.html#1fad2b6c49845c49d143151678e01616">00288</a> <span class="keyword">virtual</span> <a class="code" href="classPxVolumeCache.html#1fad2b6c49845c49d143151678e01616">~PxVolumeCache</a>() {} +<a name="l00289"></a>00289 }; <span class="comment">// class PxVolumeCache</span> +<a name="l00290"></a>00290 +<a name="l00291"></a>00291 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00292"></a>00292 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00293"></a>00293 <span class="preprocessor">#endif</span> +<a name="l00294"></a>00294 <span class="preprocessor"></span> +<a name="l00296"></a>00296 <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> |