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<h1>PxGeometryQuery.h</h1><a href="PxGeometryQuery_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">//  * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">//    notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">//    notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">//    documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">//    contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">//    from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 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_GEOMETRY_QUERY</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_PX_GEOMETRY_QUERY</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00040"></a><a class="code" href="PxGeometryQuery_8h.html#ddb956623c5bb30dd0ad8ab09b84e73d">00040</a> <span class="preprocessor">#define PX_MAX_SWEEP_DISTANCE 1e8f</span>
<a name="l00041"></a>00041 <span class="preprocessor"></span>
<a name="l00046"></a>00046 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
<a name="l00047"></a>00047 <span class="preprocessor">#include "<a class="code" href="PxQueryReport_8h.html">PxQueryReport.h</a>"</span>
<a name="l00048"></a>00048 
<a name="l00049"></a>00049 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00050"></a>00050 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00051"></a>00051 {
<a name="l00052"></a>00052 <span class="preprocessor">#endif</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span>
<a name="l00054"></a>00054 <span class="keyword">class </span><a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>;
<a name="l00055"></a>00055 <span class="keyword">struct </span><a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>;
<a name="l00056"></a>00056 <span class="keyword">struct </span><a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>;
<a name="l00057"></a>00057 
<a name="l00058"></a>00058 <span class="keyword">class </span><a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>;
<a name="l00059"></a>00059 
<a name="l00063"></a><a class="code" href="classPxGeometryQuery.html">00063</a> <span class="keyword">class </span><a class="code" href="classPxGeometryQuery.html" title="Collection of geometry object queries (sweeps, raycasts, overlaps, ...).">PxGeometryQuery</a>
<a name="l00064"></a>00064 {
<a name="l00065"></a>00065 <span class="keyword">public</span>:
<a name="l00066"></a>00066 
<a name="l00091"></a>00091     <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>&amp; unitDir, 
<a name="l00092"></a>00092                             <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxDist,
<a name="l00093"></a>00093                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom0,
<a name="l00094"></a>00094                             <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; pose0,
<a name="l00095"></a>00095                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom1,
<a name="l00096"></a>00096                             <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; pose1,
<a name="l00097"></a>00097                             <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>&amp; sweepHit,
<a name="l00098"></a>00098                             PxHitFlags hitFlags = <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">PxHitFlag::eDEFAULT</a>,
<a name="l00099"></a>00099                             <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.f);
<a name="l00100"></a>00100 
<a name="l00101"></a>00101 
<a name="l00118"></a>00118     <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> overlap(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom0, <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; pose0,
<a name="l00119"></a>00119                                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom1, <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; pose1);
<a name="l00120"></a>00120 
<a name="l00121"></a>00121 
<a name="l00137"></a>00137     <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> raycast(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; origin,
<a name="l00138"></a>00138                             <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir,
<a name="l00139"></a>00139                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom,
<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; pose,
<a name="l00141"></a>00141                             <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> maxDist,
<a name="l00142"></a>00142                             PxHitFlags hitFlags,
<a name="l00143"></a>00143                             <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxHits,
<a name="l00144"></a>00144                             <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>* <a class="code" href="group__foundation.html#g3b15bb2f7697b2bed10eb5477909fbe4">PX_RESTRICT</a> rayHits);
<a name="l00145"></a>00145 
<a name="l00176"></a>00176     <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span>     computePenetration(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; direction, <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a>&amp; depth,
<a name="l00177"></a>00177                                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom0, <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; pose0,
<a name="l00178"></a>00178                                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom1, <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; pose1);
<a name="l00179"></a>00179 
<a name="l00193"></a>00193     <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> pointDistance(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; point, <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; pose, <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>* closestPoint=NULL);
<a name="l00194"></a>00194 
<a name="l00195"></a>00195 
<a name="l00206"></a>00206     <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <a class="code" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box.">PxBounds3</a> getWorldBounds(<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; pose, <span class="keywordtype">float</span> inflation=1.01f);
<a name="l00207"></a>00207 
<a name="l00216"></a>00216     <a class="code" href="group__common.html#g87ae1d60bdf83754e2fe5065aab40ec4">PX_PHYSX_COMMON_API</a> <span class="keyword">static</span> <span class="keywordtype">bool</span> isValid(<span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geom);
<a name="l00217"></a>00217 };
<a name="l00218"></a>00218 
<a name="l00219"></a>00219 
<a name="l00220"></a>00220 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00221"></a>00221 <span class="preprocessor"></span>}
<a name="l00222"></a>00222 <span class="preprocessor">#endif</span>
<a name="l00223"></a>00223 <span class="preprocessor"></span>
<a name="l00225"></a>00225 <span class="preprocessor">#endif</span>
</pre></div></div>

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