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diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxBroadPhaseExt.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxBroadPhaseExt.html new file mode 100644 index 00000000..37902387 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxBroadPhaseExt.html @@ -0,0 +1,99 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxBroadPhaseExt 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>PxBroadPhaseExt Class Reference<br> +<small> +[<a class="el" href="group__extensions.html">Extensions</a>]</small> +</h1><!-- doxytag: class="PxBroadPhaseExt" --><code>#include <<a class="el" href="PxBroadPhaseExt_8h-source.html">PxBroadPhaseExt.h</a>></code> +<p> + +<p> +<a href="classPxBroadPhaseExt-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 <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBroadPhaseExt.html#24301db187094029361f8d63fda7c274">createRegionsFromWorldBounds</a> (<a class="el" href="classPxBounds3.html">PxBounds3</a> *regions, const <a class="el" href="classPxBounds3.html">PxBounds3</a> &globalBounds, <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> nbSubdiv, <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> upAxis=1)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Creates regions for <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>, from a global box. <a href="#24301db187094029361f8d63fda7c274"></a><br></td></tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="24301db187094029361f8d63fda7c274"></a><!-- doxytag: member="PxBroadPhaseExt::createRegionsFromWorldBounds" ref="24301db187094029361f8d63fda7c274" args="(PxBounds3 *regions, const PxBounds3 &globalBounds, PxU32 nbSubdiv, PxU32 upAxis=1)" --> +<div class="memitem"> +<div class="memproto"> + <table class="memname"> + <tr> + <td class="memname">static <a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> PxBroadPhaseExt::createRegionsFromWorldBounds </td> + <td>(</td> + <td class="paramtype"><a class="el" href="classPxBounds3.html">PxBounds3</a> * </td> + <td class="paramname"> <em>regions</em>, </td> + </tr> + <tr> + <td class="paramkey"></td> + <td></td> + <td class="paramtype">const <a class="el" href="classPxBounds3.html">PxBounds3</a> & </td> + <td class="paramname"> <em>globalBounds</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>nbSubdiv</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>upAxis</em> = <code>1</code></td><td> </td> + </tr> + <tr> + <td></td> + <td>)</td> + <td></td><td></td><td><code> [static]</code></td> + </tr> + </table> +</div> +<div class="memdoc"> + +<p> +Creates regions for <a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a>, from a global box. +<p> +This helper simply subdivides the given global box into a 2D grid of smaller boxes. Each one of those smaller boxes is a region of interest for the broadphase. There are nbSubdiv*nbSubdiv regions in the 2D grid. The function does not subdivide along the given up axis.<p> +This is the simplest setup one can use with <a class="el" href="structPxBroadPhaseType.html#c7422f895533bff02d0043d35a2b7ddabe0a5c309436a84e58c227c548fa17da" title="Multi box pruning.">PxBroadPhaseType::eMBP</a>. A more sophisticated setup would try to cover the game world with a non-uniform set of regions (i.e. not just a grid).<p> +<dl compact><dt><b>Parameters:</b></dt><dd> + <table border="0" cellspacing="2" cellpadding="0"> + <tr><td valign="top"><tt>[out]</tt> </td><td valign="top"><em>regions</em> </td><td>Regions computed from the input global box </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>globalBounds</em> </td><td>World-space box covering the game world </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>nbSubdiv</em> </td><td>Grid subdivision level. The function will create nbSubdiv*nbSubdiv regions. </td></tr> + <tr><td valign="top"><tt>[in]</tt> </td><td valign="top"><em>upAxis</em> </td><td>Up axis (0 for X, 1 for Y, 2 for Z). </td></tr> + </table> +</dl> +<dl class="return" compact><dt><b>Returns:</b></dt><dd>number of regions written out to the 'regions' array</dd></dl> +<dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classPxSceneDesc.html" title="Descriptor class for scenes. See PxScene.">PxSceneDesc</a> <a class="el" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation.">PxBroadPhaseType</a> </dd></dl> + +</div> +</div><p> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="PxBroadPhaseExt_8h-source.html">PxBroadPhaseExt.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> |