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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxMeshQuery_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxMeshQuery_8h-source.html new file mode 100644 index 00000000..6432a01d --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxMeshQuery_8h-source.html @@ -0,0 +1,112 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxMeshQuery.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>PxMeshQuery.h</h1><a href="PxMeshQuery_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_MESH_QUERY</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_PX_MESH_QUERY</span> +<a name="l00033"></a>00033 <span class="preprocessor"></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 <span class="preprocessor">#include "<a class="code" href="PxQueryReport_8h.html">PxQueryReport.h</a>"</span> +<a name="l00040"></a>00040 +<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00043"></a>00043 { +<a name="l00044"></a>00044 <span class="preprocessor">#endif</span> +<a name="l00045"></a>00045 <span class="preprocessor"></span> +<a name="l00046"></a>00046 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>; +<a name="l00047"></a>00047 <span class="keyword">class </span><a class="code" href="classPxConvexMeshGeometry.html" title="Convex mesh geometry class.">PxConvexMeshGeometry</a>; +<a name="l00048"></a>00048 <span class="keyword">class </span><a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>; +<a name="l00049"></a>00049 <span class="keyword">class </span><a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>; +<a name="l00050"></a>00050 +<a name="l00051"></a>00051 <span class="keyword">class </span><a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>; +<a name="l00052"></a>00052 +<a name="l00053"></a><a class="code" href="classPxMeshQuery.html">00053</a> <span class="keyword">class </span><a class="code" href="classPxMeshQuery.html">PxMeshQuery</a> +<a name="l00054"></a>00054 { +<a name="l00055"></a>00055 <span class="keyword">public</span>: +<a name="l00056"></a>00056 +<a name="l00073"></a>00073 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">void</span> getTriangle(<span class="keyword">const</span> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>& triGeom, <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>& transform, <a class="code" href="group__common.html#g19403877bf7ce42d7240e4e4c758c016">PxTriangleID</a> triangleIndex, <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>& triangle, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* vertexIndices=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* adjacencyIndices=NULL); +<a name="l00074"></a>00074 +<a name="l00075"></a>00075 +<a name="l00092"></a>00092 <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">void</span> getTriangle(<span class="keyword">const</span> <a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>& 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>& transform, <a class="code" href="group__common.html#g19403877bf7ce42d7240e4e4c758c016">PxTriangleID</a> triangleIndex, <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>& triangle, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* vertexIndices=NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* adjacencyIndices=NULL); +<a name="l00093"></a>00093 +<a name="l00094"></a>00094 +<a name="l00112"></a>00112 <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> findOverlapTriangleMesh( <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>& geomPose, +<a name="l00113"></a>00113 <span class="keyword">const</span> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>& 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>& meshPose, +<a name="l00114"></a>00114 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* results, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxResults, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex, <span class="keywordtype">bool</span>& overflow); +<a name="l00115"></a>00115 +<a name="l00133"></a>00133 <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> findOverlapHeightField(<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>& geomPose, +<a name="l00134"></a>00134 <span class="keyword">const</span> <a class="code" href="classPxHeightFieldGeometry.html" title="Height field geometry class.">PxHeightFieldGeometry</a>& 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>& hfPose, +<a name="l00135"></a>00135 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* results, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxResults, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> startIndex, <span class="keywordtype">bool</span>& overflow); +<a name="l00136"></a>00136 +<a name="l00137"></a>00137 +<a name="l00170"></a>00170 <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="l00171"></a>00171 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance, +<a name="l00172"></a>00172 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>& 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>& pose, +<a name="l00174"></a>00174 <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> triangleCount, +<a name="l00175"></a>00175 <span class="keyword">const</span> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>* triangles, +<a name="l00176"></a>00176 <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>& sweepHit, +<a name="l00177"></a>00177 PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>, +<a name="l00178"></a>00178 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>* cachedIndex = NULL, +<a name="l00179"></a>00179 <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.0f, +<a name="l00180"></a>00180 <span class="keywordtype">bool</span> doubleSided = <span class="keyword">false</span>); +<a name="l00181"></a>00181 }; +<a name="l00182"></a>00182 +<a name="l00183"></a>00183 +<a name="l00184"></a>00184 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00185"></a>00185 <span class="preprocessor"></span>} +<a name="l00186"></a>00186 <span class="preprocessor">#endif</span> +<a name="l00187"></a>00187 <span class="preprocessor"></span> +<a name="l00189"></a>00189 <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> |