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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/classPxShapeExt.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/classPxShapeExt.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/classPxShapeExt.html | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxShapeExt.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxShapeExt.html new file mode 100644 index 00000000..4a4efb1b --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxShapeExt.html @@ -0,0 +1,373 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxShapeExt Class Reference</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 --> +<div class="contents"> +<h1>PxShapeExt Class Reference<br> +<small> +[<a class="el" href="group__extensions.html">Extensions</a>]</small> +</h1><!-- doxytag: class="PxShapeExt" -->utility functions for use with <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="PxShapeExt_8h-source.html">PxShapeExt.h</a>></code> +<p> + +<p> +<a href="classPxShapeExt-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> +<tr><td></td></tr> +<tr><td colspan="2"><br><h2>Static Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_INLINE <a class="el" href="classPxTransform.html">PxTransform</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html#df481eb1ae61121027ae6bbf5829f497">getGlobalPose</a> (const <a class="el" href="classPxShape.html">PxShape</a> &shape, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the world space pose of the shape. <a href="#df481eb1ae61121027ae6bbf5829f497"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_INLINE <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html#a96a6b923cccd8bf680d4bf9fb8aee2d">raycast</a> (const <a class="el" href="classPxShape.html">PxShape</a> &shape, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, const <a class="el" href="classPxVec3.html">PxVec3</a> &rayOrigin, const <a class="el" href="classPxVec3.html">PxVec3</a> &rayDir, PxReal maxDist, PxHitFlags hitFlags, <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> maxHits, <a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> *rayHits)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Raycast test against the shape. <a href="#a96a6b923cccd8bf680d4bf9fb8aee2d"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_INLINE bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html#ffe9828effe773b79ab836691b72d62a">overlap</a> (const <a class="el" href="classPxShape.html">PxShape</a> &shape, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &otherGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &otherGeomPose)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Test overlap between the shape and a geometry object. <a href="#ffe9828effe773b79ab836691b72d62a"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_INLINE bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html#9fb19195f3ac80b6ab55fd0aa7a41cf3">sweep</a> (const <a class="el" href="classPxShape.html">PxShape</a> &shape, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, const <a class="el" href="classPxVec3.html">PxVec3</a> &unitDir, const PxReal distance, const <a class="el" href="classPxGeometry.html">PxGeometry</a> &otherGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &otherGeomPose, <a class="el" href="structPxSweepHit.html">PxSweepHit</a> &sweepHit, PxHitFlags hitFlags)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Sweep a geometry object against the shape. <a href="#9fb19195f3ac80b6ab55fd0aa7a41cf3"></a><br></td></tr> +<tr><td class="memItemLeft" nowrap align="right" valign="top">static PX_INLINE <a class="el" href="classPxBounds3.html">PxBounds3</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxShapeExt.html#71b7808c2c0623fe264f7973be837897">getWorldBounds</a> (const <a class="el" href="classPxShape.html">PxShape</a> &shape, const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> &actor, float inflation=1.01f)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Retrieves the axis aligned bounding box enclosing the shape. <a href="#71b7808c2c0623fe264f7973be837897"></a><br></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +utility functions for use with <a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> +<p> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a> </dd></dl> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="df481eb1ae61121027ae6bbf5829f497"></a><!-- doxytag: member="PxShapeExt::getGlobalPose" ref="df481eb1ae61121027ae6bbf5829f497" args="(const PxShape &shape, const PxRigidActor &actor)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_INLINE <a class="el" href="classPxTransform.html">PxTransform</a> PxShapeExt::getGlobalPose </td> + <td>(</td> + <td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> & </td> + <td class="paramname"> <em>shape</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Retrieves the world space pose of the shape. +<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shape</em> </td><td>The shape for which to get the global pose. </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>The actor to which the shape is attached</td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>Global pose of shape. </dd></dl> + +<p>References <a class="el" href="classPxRigidActor.html#6eb5e3d590e6087c930f8141d40de722">PxRigidActor::getGlobalPose()</a>, and <a class="el" href="classPxShape.html#f455638230d515adbfb561f1064e70a1">PxShape::getLocalPose()</a>.</p> + +</div> +</div><p> +<a class="anchor" name="71b7808c2c0623fe264f7973be837897"></a><!-- doxytag: member="PxShapeExt::getWorldBounds" ref="71b7808c2c0623fe264f7973be837897" args="(const PxShape &shape, const PxRigidActor &actor, float inflation=1.01f)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_INLINE <a class="el" href="classPxBounds3.html">PxBounds3</a> PxShapeExt::getWorldBounds </td> + <td>(</td> + <td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> & </td> + <td class="paramname"> <em>shape</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">float </td> + <td class="paramname"> <em>inflation</em> = <code>1.01f</code></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Retrieves the axis aligned bounding box enclosing the shape. +<p> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>The shape's bounding box.</dd></dl> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shape</em> </td><td>the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which the shape is attached </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>inflation</em> </td><td>Scale factor for computed world bounds. Box extents are multiplied by this value.</td></tr> + </table> +</dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> </dd></dl> + +<p>References <a class="el" href="PxGeometryHelpers_8h-source.html#l00073">PxGeometryHolder::any()</a>, <a class="el" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8">PxShape::getGeometry()</a>, and <a class="el" href="classPxGeometryQuery.html#ac80fbc6fd9c2315aee6dddc9c1e9795">PxGeometryQuery::getWorldBounds()</a>.</p> + +</div> +</div><p> +<a class="anchor" name="ffe9828effe773b79ab836691b72d62a"></a><!-- doxytag: member="PxShapeExt::overlap" ref="ffe9828effe773b79ab836691b72d62a" args="(const PxShape &shape, const PxRigidActor &actor, const PxGeometry &otherGeom, const PxTransform &otherGeomPose)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_INLINE bool PxShapeExt::overlap </td> + <td>(</td> + <td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> & </td> + <td class="paramname"> <em>shape</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> & </td> + <td class="paramname"> <em>otherGeom</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> & </td> + <td class="paramname"> <em>otherGeomPose</em></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Test overlap between the shape and a geometry object. +<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shape</em> </td><td>the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which the shape is attached </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>otherGeom</em> </td><td>The other geometry object to test overlap with </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>otherGeomPose</em> </td><td>Pose of the other geometry object </td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if the shape overlaps the geometry object</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a> <a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> </dd></dl> + +<p>References <a class="el" href="PxGeometryHelpers_8h-source.html#l00073">PxGeometryHolder::any()</a>, <a class="el" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8">PxShape::getGeometry()</a>, and <a class="el" href="classPxGeometryQuery.html#62d7a791dba43d475d96a28571f585b4">PxGeometryQuery::overlap()</a>.</p> + +</div> +</div><p> +<a class="anchor" name="a96a6b923cccd8bf680d4bf9fb8aee2d"></a><!-- doxytag: member="PxShapeExt::raycast" ref="a96a6b923cccd8bf680d4bf9fb8aee2d" args="(const PxShape &shape, const PxRigidActor &actor, const PxVec3 &rayOrigin, const PxVec3 &rayDir, PxReal maxDist, PxHitFlags hitFlags, PxU32 maxHits, PxRaycastHit *rayHits)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_INLINE <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> PxShapeExt::raycast </td> + <td>(</td> + <td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> & </td> + <td class="paramname"> <em>shape</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> & </td> + <td class="paramname"> <em>rayOrigin</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> & </td> + <td class="paramname"> <em>rayDir</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">PxReal </td> + <td class="paramname"> <em>maxDist</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">PxHitFlags </td> + <td class="paramname"> <em>hitFlags</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td> + <td class="paramname"> <em>maxHits</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> * </td> + <td class="paramname"> <em>rayHits</em></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Raycast test against the shape. +<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shape</em> </td><td>the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which the shape is attached </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>rayOrigin</em> </td><td>The origin of the ray to test the geometry object against </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>rayDir</em> </td><td>The direction of the ray to test the geometry object against </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>maxDist</em> </td><td>Maximum ray length </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>hitFlags</em> </td><td>Specify which properties per hit should be computed and written to result hit array. Combination of <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a> flags </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>maxHits</em> </td><td>max number of returned hits = size of 'rayHits' buffer </td></tr> + <tr><td valign="top"><tt>[out]</tt> </td><td valign="top"><em>rayHits</em> </td><td>Raycast hits information </td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>Number of hits between the ray and the shape</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a> <a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> </dd></dl> + +<p>References <a class="el" href="PxGeometryHelpers_8h-source.html#l00073">PxGeometryHolder::any()</a>, <a class="el" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8">PxShape::getGeometry()</a>, and <a class="el" href="classPxGeometryQuery.html#79e90c0d753b17536aa1b8d1f2f29baa">PxGeometryQuery::raycast()</a>.</p> + +</div> +</div><p> +<a class="anchor" name="9fb19195f3ac80b6ab55fd0aa7a41cf3"></a><!-- doxytag: member="PxShapeExt::sweep" ref="9fb19195f3ac80b6ab55fd0aa7a41cf3" args="(const PxShape &shape, const PxRigidActor &actor, const PxVec3 &unitDir, const PxReal distance, const PxGeometry &otherGeom, const PxTransform &otherGeomPose, PxSweepHit &sweepHit, PxHitFlags hitFlags)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static PX_INLINE bool PxShapeExt::sweep </td> + <td>(</td> + <td class="paramtype">const <a class="el" href="classPxShape.html">PxShape</a> & </td> + <td class="paramname"> <em>shape</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxRigidActor.html">PxRigidActor</a> & </td> + <td class="paramname"> <em>actor</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxVec3.html">PxVec3</a> & </td> + <td class="paramname"> <em>unitDir</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const PxReal </td> + <td class="paramname"> <em>distance</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxGeometry.html">PxGeometry</a> & </td> + <td class="paramname"> <em>otherGeom</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxTransform.html">PxTransform</a> & </td> + <td class="paramname"> <em>otherGeomPose</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype"><a class="el" href="structPxSweepHit.html">PxSweepHit</a> & </td> + <td class="paramname"> <em>sweepHit</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">PxHitFlags </td> + <td class="paramname"> <em>hitFlags</em></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [inline, static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Sweep a geometry object against the shape. +<p> +Currently only box, sphere, capsule and convex mesh shapes are supported, i.e. the swept geometry object must be one of those types.<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>shape</em> </td><td>the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>actor</em> </td><td>the actor to which the shape is attached </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>unitDir</em> </td><td>Normalized direction along which the geometry object should be swept. </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>distance</em> </td><td>Sweep distance. Needs to be larger than 0. </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>otherGeom</em> </td><td>The geometry object to sweep against the shape </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>otherGeomPose</em> </td><td>Pose of the geometry object </td></tr> + <tr><td valign="top"><tt>[out]</tt> </td><td valign="top"><em>sweepHit</em> </td><td>The sweep hit information. Only valid if this method returns true. </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>hitFlags</em> </td><td>Specify which properties per hit should be computed and written to result hit array. Combination of <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a> flags </td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if the swept geometry object hits the shape</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a> <a class="el" href="classPxTransform.html" title="class representing a rigid euclidean transform as a quaternion and a vector">PxTransform</a> <a class="el" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a> </dd></dl> + +<p>References <a class="el" href="PxGeometryHelpers_8h-source.html#l00073">PxGeometryHolder::any()</a>, <a class="el" href="classPxShape.html#531b866a02c9dc59131bc9887c065ff8">PxShape::getGeometry()</a>, and <a class="el" href="classPxGeometryQuery.html#574970e722f882778a250c51f77b5b85">PxGeometryQuery::sweep()</a>.</p> + +</div> +</div><p> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="PxShapeExt_8h-source.html">PxShapeExt.h</a></ul> +</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> |