1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxQueryReport.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>PxQueryReport.h</h1><a href="PxQueryReport_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) 2008-2018 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_NX_SCENEQUERYREPORT</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_SCENEQUERYREPORT</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxVec3_8h.html">foundation/PxVec3.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span>
<a name="l00039"></a>00039
<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00042"></a>00042 {
<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span>
<a name="l00045"></a>00045 <span class="keyword">class </span><a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>;
<a name="l00046"></a>00046 <span class="keyword">class </span><a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>;
<a name="l00047"></a>00047
<a name="l00061"></a><a class="code" href="structPxHitFlag.html">00061</a> <span class="keyword">struct </span><a class="code" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a>
<a name="l00062"></a>00062 {
<a name="l00063"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64">00063</a> <span class="keyword">enum</span> <a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64">Enum</a>
<a name="l00064"></a>00064 {
<a name="l00065"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b6421e4769575db55be01d8f91e06c59b1a">00065</a> ePOSITION = (1<<0),
<a name="l00066"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b645972f664c2fbe85c992fb9aaba46a5cf">00066</a> eNORMAL = (1<<1),
<a name="l00067"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b648bcc72eb9965eae03f53182e7e4b79ae">00067</a> <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> eDISTANCE = (1<<2),
<a name="l00068"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64ac585040db8a8a2839de7104a81a370c">00068</a> eUV = (1<<3),
<a name="l00069"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b647ec4e2f321d4fe4e3d02c4e4b532cc9b">00069</a> eASSUME_NO_INITIAL_OVERLAP = (1<<4),
<a name="l00070"></a>00070
<a name="l00071"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64de0c4ad4267c954d51e99905e69a399e">00071</a> eMESH_MULTIPLE = (1<<5),
<a name="l00072"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64639d134a27861f74e3721dbd7be65bbc">00072</a> eMESH_ANY = (1<<6),
<a name="l00073"></a>00073
<a name="l00074"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64aff8ff06630f9388c0ff8f20b7bbd9d3">00074</a> eMESH_BOTH_SIDES = (1<<7),
<a name="l00075"></a>00075
<a name="l00076"></a>00076
<a name="l00077"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64f903d9ed69a9b2d397ca289752aaeef1">00077</a> ePRECISE_SWEEP = (1<<8),
<a name="l00078"></a>00078
<a name="l00079"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64d01fd75af43a6dffeafafb40489ac7b9">00079</a> eMTD = (1<<9),
<a name="l00080"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b647193a2accbac7b56c15ba83461b716c8">00080</a> eFACE_INDEX = (1<<10),
<a name="l00081"></a>00081
<a name="l00082"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b64fbdec54374d753fed4682d855aac7270">00082</a> eDEFAULT = ePOSITION|eNORMAL|eDISTANCE|eFACE_INDEX,
<a name="l00083"></a>00083
<a name="l00085"></a><a class="code" href="structPxHitFlag.html#44c173f6ddf0522ffbd8fa3c585e6b6496f3049caa29758b18308a37e97370f1">00085</a> eMODIFIABLE_FLAGS = eMESH_MULTIPLE|eMESH_BOTH_SIDES|eASSUME_NO_INITIAL_OVERLAP|ePRECISE_SWEEP
<a name="l00086"></a>00086 };
<a name="l00087"></a>00087 };
<a name="l00088"></a>00088
<a name="l00089"></a>00089
<a name="l00095"></a>00095 <a class="code" href="group__foundation.html#ge7f303c47b02361f07922467952ea49d">PX_FLAGS_TYPEDEF</a>(<a class="code" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a>, <a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>)
<a name="l00096"></a>00096
<a name="l00097"></a>00097
<a name="l00104"></a><a class="code" href="structPxActorShape.html">00104</a> struct <a class="code" href="structPxActorShape.html" title="collection of set bits defined in PxHitFlag.">PxActorShape</a>
<a name="l00105"></a>00105 {
<a name="l00106"></a><a class="code" href="structPxActorShape.html#05dd357bb0aba0bb5dd8150be3f9857e">00106</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxActorShape.html#05dd357bb0aba0bb5dd8150be3f9857e">PxActorShape</a>() : actor(NULL), shape(NULL) {}
<a name="l00107"></a><a class="code" href="structPxActorShape.html#2f394ba364da63d6a087692683792de5">00107</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxActorShape.html#2f394ba364da63d6a087692683792de5">PxActorShape</a>(<a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* a, <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* s) : actor(a), shape(s) {}
<a name="l00108"></a>00108
<a name="l00109"></a><a class="code" href="structPxActorShape.html#0d8da15967ebaee8935725195bbd509a">00109</a> <a class="code" href="classPxRigidActor.html" title="PxRigidActor represents a base class shared between dynamic and static rigid bodies...">PxRigidActor</a>* actor;
<a name="l00110"></a><a class="code" href="structPxActorShape.html#ee7fb87ffc62391b2968ce8f954416f7">00110</a> <a class="code" href="classPxShape.html" title="Abstract class for collision shapes.">PxShape</a>* shape;
<a name="l00111"></a>00111 };
<a name="l00112"></a>00112
<a name="l00113"></a>00113
<a name="l00117"></a><a class="code" href="structPxQueryHit.html">00117</a> <span class="keyword">struct </span><a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxQueryHit</a> : <span class="keyword">public</span> <a class="code" href="structPxActorShape.html" title="collection of set bits defined in PxHitFlag.">PxActorShape</a>
<a name="l00118"></a>00118 {
<a name="l00119"></a><a class="code" href="structPxQueryHit.html#f8b229617f39cc007c74a646f8026dff">00119</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxQueryHit.html#f8b229617f39cc007c74a646f8026dff">PxQueryHit</a>() : faceIndex(0xFFFFffff) {}
<a name="l00120"></a>00120
<a name="l00129"></a><a class="code" href="structPxQueryHit.html#e3462529024eafa98ed2abe1b3b9146c">00129</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> faceIndex;
<a name="l00130"></a>00130 };
<a name="l00131"></a>00131
<a name="l00138"></a><a class="code" href="structPxLocationHit.html">00138</a> <span class="keyword">struct </span><a class="code" href="structPxLocationHit.html" title="Scene query hit information for raycasts and sweeps returning hit position and normal...">PxLocationHit</a> : <span class="keyword">public</span> <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxQueryHit</a>
<a name="l00139"></a>00139 {
<a name="l00140"></a><a class="code" href="structPxLocationHit.html#9dce7a1e378082e86859350601591072">00140</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxLocationHit.html#9dce7a1e378082e86859350601591072">PxLocationHit</a>() : flags(0), position(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0)), normal(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(0)), distance(<a class="code" href="group__foundation.html#g1afd8c76d275a787af09ebfceaf7fc30">PX_MAX_REAL</a>) {}
<a name="l00141"></a>00141
<a name="l00148"></a><a class="code" href="structPxLocationHit.html#9d330de5e9a063ef91e034f7de7f1224">00148</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="structPxLocationHit.html#9d330de5e9a063ef91e034f7de7f1224">hadInitialOverlap</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> (distance <= 0.0f); }
<a name="l00149"></a>00149
<a name="l00150"></a>00150 <span class="comment">// the following fields are set in accordance with the #PxHitFlags</span>
<a name="l00151"></a><a class="code" href="structPxLocationHit.html#7a253cb291ae5850342dada5b4dfce34">00151</a> PxHitFlags flags;
<a name="l00152"></a><a class="code" href="structPxLocationHit.html#b7481e53d2f35a8249ae862d337fe5ac">00152</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> position;
<a name="l00153"></a>00153
<a name="l00154"></a><a class="code" href="structPxLocationHit.html#0e4815489090f4faced5e91f6f6cd336">00154</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> normal;
<a name="l00155"></a>00155
<a name="l00160"></a><a class="code" href="structPxLocationHit.html#daccd7aa233279818ecdf50356ed0c76">00160</a> <a class="code" href="namespacephysx.html#b4cf332bdb6e8b183e40b6973acc1e9b">PxF32</a> distance;
<a name="l00161"></a>00161 };
<a name="l00162"></a>00162
<a name="l00163"></a>00163
<a name="l00175"></a><a class="code" href="structPxRaycastHit.html">00175</a> <span class="keyword">struct </span><a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a> : <span class="keyword">public</span> <a class="code" href="structPxLocationHit.html" title="Scene query hit information for raycasts and sweeps returning hit position and normal...">PxLocationHit</a>
<a name="l00176"></a>00176 {
<a name="l00177"></a><a class="code" href="structPxRaycastHit.html#5e1097c8e1265bf67cd92ea6c39122c0">00177</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxRaycastHit.html#5e1097c8e1265bf67cd92ea6c39122c0">PxRaycastHit</a>() : u(0.0f), v(0.0f) {}
<a name="l00178"></a>00178
<a name="l00179"></a>00179 <span class="comment">// the following fields are set in accordance with the #PxHitFlags</span>
<a name="l00180"></a>00180
<a name="l00181"></a><a class="code" href="structPxRaycastHit.html#43a429012ce502bac4636be3e5540f29">00181</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> u, v;
<a name="l00182"></a>00182 <span class="preprocessor">#if !PX_P64_FAMILY</span>
<a name="l00183"></a><a class="code" href="structPxRaycastHit.html#251f56ec3d168a814467301f61a120c7">00183</a> <span class="preprocessor"></span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> padTo16Bytes[3];
<a name="l00184"></a>00184 <span class="preprocessor">#endif</span>
<a name="l00185"></a>00185 <span class="preprocessor"></span>};
<a name="l00186"></a>00186
<a name="l00187"></a>00187
<a name="l00193"></a><a class="code" href="structPxOverlapHit.html#27b1ad19e9c07c2d6463707b6f18b684">00193</a> <span class="keyword">struct </span><a class="code" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a>: <span class="keyword">public</span> <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxQueryHit</a> { <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> padTo16Bytes; };
<a name="l00194"></a>00194
<a name="l00195"></a>00195
<a name="l00201"></a><a class="code" href="structPxSweepHit.html">00201</a> <span class="keyword">struct </span><a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a> : <span class="keyword">public</span> <a class="code" href="structPxLocationHit.html" title="Scene query hit information for raycasts and sweeps returning hit position and normal...">PxLocationHit</a>
<a name="l00202"></a>00202 {
<a name="l00203"></a><a class="code" href="structPxSweepHit.html#7a872b4eff912e5e37e1ee8d551547ac">00203</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="structPxSweepHit.html#7a872b4eff912e5e37e1ee8d551547ac">PxSweepHit</a>() {}
<a name="l00204"></a>00204
<a name="l00205"></a><a class="code" href="structPxSweepHit.html#4bf1a7791ef7aa0d5030fdd2756a607f">00205</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> padTo16Bytes;
<a name="l00206"></a>00206 };
<a name="l00207"></a>00207
<a name="l00208"></a>00208
<a name="l00217"></a><a class="code" href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c">00217</a> <span class="keyword">typedef</span> <span class="keywordtype">bool</span> <a class="code" href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c" title="Describes query behavior after returning a partial query result via a callback.">PxAgain</a>;
<a name="l00218"></a>00218
<a name="l00219"></a>00219
<a name="l00233"></a>00233 <span class="keyword">template</span><<span class="keyword">typename</span> HitType>
<a name="l00234"></a><a class="code" href="structPxHitCallback.html">00234</a> <span class="keyword">struct </span><a class="code" href="structPxHitCallback.html" title="This callback class facilitates reporting scene query hits (intersections) to the...">PxHitCallback</a>
<a name="l00235"></a>00235 {
<a name="l00236"></a><a class="code" href="structPxHitCallback.html#63b2851eaf99b190fc468e00e8d1e55d">00236</a> HitType block;
<a name="l00237"></a><a class="code" href="structPxHitCallback.html#c20c6d1c2dd520d771da9b63f7f4f363">00237</a> <span class="keywordtype">bool</span> hasBlock;
<a name="l00238"></a>00238
<a name="l00239"></a><a class="code" href="structPxHitCallback.html#a3fa478af9db3e043a540fca72a2f468">00239</a> HitType* touches;
<a name="l00240"></a>00240
<a name="l00245"></a><a class="code" href="structPxHitCallback.html#0e64f72a5edf7c442ce81e3e4a8c61d1">00245</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> maxNbTouches;
<a name="l00246"></a>00246
<a name="l00250"></a><a class="code" href="structPxHitCallback.html#549f6828e98c9aeaee9012defa100f74">00250</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbTouches;
<a name="l00251"></a>00251
<a name="l00263"></a><a class="code" href="structPxHitCallback.html#062cff2cdd2dfe1f63d0549758ea2627">00263</a> <a class="code" href="structPxHitCallback.html" title="This callback class facilitates reporting scene query hits (intersections) to the...">PxHitCallback</a>(HitType* aTouches, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> aMaxNbTouches)
<a name="l00264"></a>00264 : hasBlock(false), touches(aTouches), maxNbTouches(aMaxNbTouches), nbTouches(0)
<a name="l00265"></a>00265 {}
<a name="l00266"></a>00266
<a name="l00287"></a>00287 <span class="keyword">virtual</span> <a class="code" href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c" title="Describes query behavior after returning a partial query result via a callback.">PxAgain</a> processTouches(<span class="keyword">const</span> HitType* buffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbHits) = 0;
<a name="l00288"></a>00288
<a name="l00289"></a><a class="code" href="structPxHitCallback.html#86b66684b448ec43083edf3aa1983234">00289</a> <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structPxHitCallback.html#86b66684b448ec43083edf3aa1983234" title="Query finalization callback, called after the last processTouches callback.">finalizeQuery</a>() {}
<a name="l00290"></a>00290
<a name="l00291"></a><a class="code" href="structPxHitCallback.html#7fbb5959c9fcc98834745644422210c3">00291</a> <span class="keyword">virtual</span> <a class="code" href="structPxHitCallback.html#7fbb5959c9fcc98834745644422210c3">~PxHitCallback</a>() {}
<a name="l00292"></a>00292
<a name="l00294"></a><a class="code" href="structPxHitCallback.html#8ff687b42ac0273e730c714bf66dae49">00294</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="structPxHitCallback.html#8ff687b42ac0273e730c714bf66dae49" title="Returns true if any blocking or touching hits were encountered during a query.">hasAnyHits</a>() { <span class="keywordflow">return</span> (hasBlock || (nbTouches > 0)); }
<a name="l00295"></a>00295 };
<a name="l00296"></a>00296
<a name="l00297"></a>00297
<a name="l00311"></a>00311 <span class="keyword">template</span><<span class="keyword">typename</span> HitType>
<a name="l00312"></a><a class="code" href="structPxHitBuffer.html">00312</a> <span class="keyword">struct </span><a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a> : <span class="keyword">public</span> <a class="code" href="structPxHitCallback.html" title="This callback class facilitates reporting scene query hits (intersections) to the...">PxHitCallback</a><HitType>
<a name="l00313"></a>00313 {
<a name="l00324"></a><a class="code" href="structPxHitBuffer.html#89bcec685c76c5cdc0662eb52b67d699">00324</a> <a class="code" href="structPxHitBuffer.html#89bcec685c76c5cdc0662eb52b67d699" title="Initializes the buffer with user memory.">PxHitBuffer</a>(HitType* aTouches = NULL, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> aMaxNbTouches = 0) : <a class="code" href="structPxHitCallback.html" title="This callback class facilitates reporting scene query hits (intersections) to the...">PxHitCallback</a><HitType>(aTouches, aMaxNbTouches) {}
<a name="l00325"></a>00325
<a name="l00327"></a><a class="code" href="structPxHitBuffer.html#cc1a660048a41387c74d362719669a3f">00327</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> <a class="code" href="structPxHitBuffer.html#cc1a660048a41387c74d362719669a3f" title="Computes the number of any hits in this result, blocking or touching.">getNbAnyHits</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> getNbTouches() + <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>(this->hasBlock); }
<a name="l00329"></a><a class="code" href="structPxHitBuffer.html#03c5d03b908348194193456ae29be988">00329</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> HitType& <a class="code" href="structPxHitBuffer.html#03c5d03b908348194193456ae29be988" title="Convenience iterator used to access any hits in this result, blocking or touching...">getAnyHit</a>(<span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> index)<span class="keyword"> const </span>{ <a class="code" href="group__foundation.html#g4a83a657390b324a460f14684e5accee">PX_ASSERT</a>(index < getNbTouches() + <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>(this->hasBlock));
<a name="l00330"></a>00330 <span class="keywordflow">return</span> index < getNbTouches() ? getTouches()[index] : this->block; }
<a name="l00331"></a>00331
<a name="l00332"></a><a class="code" href="structPxHitBuffer.html#8bf58cc81ca6587e1d9974f2864dacb2">00332</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> <a class="code" href="structPxHitBuffer.html#8bf58cc81ca6587e1d9974f2864dacb2">getNbTouches</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> this->nbTouches; }
<a name="l00333"></a><a class="code" href="structPxHitBuffer.html#ab32a62e05389a4cc2c3baa2db0b3500">00333</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> HitType* <a class="code" href="structPxHitBuffer.html#ab32a62e05389a4cc2c3baa2db0b3500">getTouches</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> this->touches; }
<a name="l00334"></a><a class="code" href="structPxHitBuffer.html#92b117a1958a0cdcbb4aec3bc1fa1f64">00334</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keyword">const</span> HitType& <a class="code" href="structPxHitBuffer.html#92b117a1958a0cdcbb4aec3bc1fa1f64">getTouch</a>(<span class="keyword">const</span> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> index)<span class="keyword"> const </span>{ <a class="code" href="group__foundation.html#g4a83a657390b324a460f14684e5accee">PX_ASSERT</a>(index < getNbTouches()); <span class="keywordflow">return</span> getTouches()[index]; }
<a name="l00335"></a><a class="code" href="structPxHitBuffer.html#6cd9ee7153cc87849af8b365fa558ee1">00335</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> <a class="code" href="structPxHitBuffer.html#6cd9ee7153cc87849af8b365fa558ee1">getMaxNbTouches</a>()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> this->maxNbTouches; }
<a name="l00336"></a>00336
<a name="l00337"></a><a class="code" href="structPxHitBuffer.html#f3810ae6d94b93028e7a7d813f820cb4">00337</a> <span class="keyword">virtual</span> <a class="code" href="structPxHitBuffer.html#f3810ae6d94b93028e7a7d813f820cb4">~PxHitBuffer</a>() {}
<a name="l00338"></a>00338
<a name="l00339"></a>00339 <span class="keyword">protected</span>:
<a name="l00340"></a>00340 <span class="comment">// stops after the first callback</span>
<a name="l00341"></a><a class="code" href="structPxHitBuffer.html#f60ac2d3405c5af467f767f812f3f01d">00341</a> <span class="keyword">virtual</span> <a class="code" href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c" title="Describes query behavior after returning a partial query result via a callback.">PxAgain</a> <a class="code" href="structPxHitBuffer.html#f60ac2d3405c5af467f767f812f3f01d" title="virtual callback function used to communicate query results to the user.">processTouches</a>(<span class="keyword">const</span> HitType* buffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> nbHits) { <a class="code" href="group__foundation.html#g3b618390d8743c532c4131cb931df43a">PX_UNUSED</a>(buffer); <a class="code" href="group__foundation.html#g3b618390d8743c532c4131cb931df43a">PX_UNUSED</a>(nbHits); <span class="keywordflow">return</span> <span class="keyword">false</span>; }
<a name="l00342"></a>00342 };
<a name="l00343"></a>00343
<a name="l00344"></a>00344
<a name="l00346"></a><a class="code" href="group__scenequery.html#g4dbe8142d799492bd8e7c5ec70bfac41">00346</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitCallback.html">PxHitCallback<PxRaycastHit></a> <a class="code" href="structPxHitCallback.html">PxRaycastCallback</a>;
<a name="l00347"></a>00347
<a name="l00349"></a><a class="code" href="group__scenequery.html#g9baa3a8cad31bbb8ef666fe01b3afeb7">00349</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitCallback.html">PxHitCallback<PxOverlapHit></a> <a class="code" href="structPxHitCallback.html">PxOverlapCallback</a>;
<a name="l00350"></a>00350
<a name="l00352"></a><a class="code" href="group__scenequery.html#g6f93f556cef747d50f643499928dd865">00352</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitCallback.html">PxHitCallback<PxSweepHit></a> <a class="code" href="structPxHitCallback.html">PxSweepCallback</a>;
<a name="l00353"></a>00353
<a name="l00355"></a><a class="code" href="group__scenequery.html#gb21a68ce9e5a18aa742111920b75a84c">00355</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitBuffer.html">PxHitBuffer<PxRaycastHit></a> <a class="code" href="structPxHitBuffer.html">PxRaycastBuffer</a>;
<a name="l00356"></a>00356
<a name="l00358"></a><a class="code" href="group__scenequery.html#g54a708942a891f3321c2427d5c160750">00358</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitBuffer.html">PxHitBuffer<PxOverlapHit></a> <a class="code" href="structPxHitBuffer.html">PxOverlapBuffer</a>;
<a name="l00359"></a>00359
<a name="l00361"></a><a class="code" href="group__scenequery.html#gecfed2b83a930b922b3d95e22ff30665">00361</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitBuffer.html">PxHitBuffer<PxSweepHit></a> <a class="code" href="structPxHitBuffer.html">PxSweepBuffer</a>;
<a name="l00362"></a>00362
<a name="l00364"></a>00364 <span class="keyword">template</span> <<span class="keywordtype">int</span> N>
<a name="l00365"></a><a class="code" href="structPxRaycastBufferN.html">00365</a> <span class="keyword">struct </span><a class="code" href="structPxRaycastBufferN.html" title="Returns touching raycast hits to the user in a fixed size array embedded in the buffer...">PxRaycastBufferN</a> : <span class="keyword">public</span> <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><PxRaycastHit>
<a name="l00366"></a>00366 {
<a name="l00367"></a><a class="code" href="structPxRaycastBufferN.html#5b3d65b24c0fe8377e0ed2f6ca604537">00367</a> <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a> hits[N];
<a name="l00368"></a><a class="code" href="structPxRaycastBufferN.html#75c64893a9241f9e962c4f144345698f">00368</a> <a class="code" href="structPxRaycastBufferN.html#75c64893a9241f9e962c4f144345698f">PxRaycastBufferN</a>() : <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><<a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>>(hits, N) {}
<a name="l00369"></a>00369 };
<a name="l00370"></a>00370
<a name="l00372"></a>00372 <span class="keyword">template</span> <<span class="keywordtype">int</span> N>
<a name="l00373"></a><a class="code" href="structPxOverlapBufferN.html">00373</a> <span class="keyword">struct </span><a class="code" href="structPxOverlapBufferN.html" title="Returns touching overlap hits to the user in a fixed size array embedded in the buffer...">PxOverlapBufferN</a> : <span class="keyword">public</span> <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><PxOverlapHit>
<a name="l00374"></a>00374 {
<a name="l00375"></a><a class="code" href="structPxOverlapBufferN.html#35f94542f30624e2f77c24060815f6da">00375</a> <a class="code" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a> hits[N];
<a name="l00376"></a><a class="code" href="structPxOverlapBufferN.html#0b62aca23f26fef278dcbac1cb729291">00376</a> <a class="code" href="structPxOverlapBufferN.html#0b62aca23f26fef278dcbac1cb729291">PxOverlapBufferN</a>() : <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><<a class="code" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a>>(hits, N) {}
<a name="l00377"></a>00377 };
<a name="l00378"></a>00378
<a name="l00380"></a>00380 <span class="keyword">template</span> <<span class="keywordtype">int</span> N>
<a name="l00381"></a><a class="code" href="structPxSweepBufferN.html">00381</a> <span class="keyword">struct </span><a class="code" href="structPxSweepBufferN.html" title="Returns touching sweep hits to the user in a fixed size array embedded in the buffer...">PxSweepBufferN</a> : <span class="keyword">public</span> <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><PxSweepHit>
<a name="l00382"></a>00382 {
<a name="l00383"></a><a class="code" href="structPxSweepBufferN.html#ce8e98273056b9c23dd4337c7024544f">00383</a> <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a> hits[N];
<a name="l00384"></a><a class="code" href="structPxSweepBufferN.html#b8be2772b4fe811563efc01824201a61">00384</a> <a class="code" href="structPxSweepBufferN.html#b8be2772b4fe811563efc01824201a61">PxSweepBufferN</a>() : <a class="code" href="structPxHitBuffer.html" title="Returns scene query hits (intersections) to the user in a preallocated buffer.">PxHitBuffer</a><<a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>>(hits, N) {}
<a name="l00385"></a>00385 };
<a name="l00386"></a>00386
<a name="l00387"></a>00387 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00388"></a>00388 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00389"></a>00389 <span class="preprocessor">#endif</span>
<a name="l00390"></a>00390 <span class="preprocessor"></span>
<a name="l00392"></a>00392 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2018 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>
|