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		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxQueryReport.h File Reference</title>
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<h1>PxQueryReport.h File Reference</h1><code>#include &quot;<a class="el" href="PxPhysXConfig_8h-source.html">PxPhysXConfig.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxVec3_8h-source.html">foundation/PxVec3.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="PxFlags_8h-source.html">foundation/PxFlags.h</a>&quot;</code><br>

<p>
<div class="dynheader">
Include dependency graph for PxQueryReport.h:</div>
<div class="dynsection">
<p><center><img src="PxQueryReport_8h__incl.png" border="0" usemap="#PxQueryReport.h_map" alt=""></center>
<map name="PxQueryReport.h_map">
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</div>

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This graph shows which files directly or indirectly include this file:</div>
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<p><center><img src="PxQueryReport_8h__dep__incl.png" border="0" usemap="#PxQueryReport.hdep_map" alt=""></center>
<map name="PxQueryReport.hdep_map">
<area shape="rect" href="PxQueryFiltering_8h.html" title="PxQueryFiltering.h" alt="PxQueryFiltering.h" coords="499,85,613,106"><area shape="rect" href="PxPhysicsAPI_8h.html" title="PxPhysicsAPI.h" alt="PxPhysicsAPI.h" coords="741,362,840,384"><area shape="rect" href="PxScene_8h.html" title="PxScene.h" alt="PxScene.h" coords="720,154,792,176"><area shape="rect" href="PxRigidBodyExt_8h.html" title="PxRigidBodyExt.h" alt="PxRigidBodyExt.h" coords="988,154,1100,176"><area shape="rect" href="PxGeometryQuery_8h.html" title="PxGeometryQuery.h" alt="PxGeometryQuery.h" coords="1124,154,1252,176"><area shape="rect" href="PxMeshQuery_8h.html" title="PxMeshQuery.h" alt="PxMeshQuery.h" coords="1175,85,1276,106"><area shape="rect" href="PxSpatialIndex_8h.html" title="PxSpatialIndex.h" alt="PxSpatialIndex.h" coords="1307,85,1411,106"><area shape="rect" href="PxBatchQueryDesc_8h.html" title="PxBatchQueryDesc.h" alt="PxBatchQueryDesc.h" coords="492,224,620,245"><area shape="rect" href="PxBatchQuery_8h.html" title="PxBatchQuery.h" alt="PxBatchQuery.h" coords="460,293,561,314"><area shape="rect" href="PxController_8h.html" title="PxController.h" alt="PxController.h" coords="252,224,343,245"><area shape="rect" href="PxVehicleUpdate_8h.html" title="PxVehicleUpdate.h" alt="PxVehicleUpdate.h" coords="585,293,703,314"><area shape="rect" href="PxSceneLock_8h.html" title="PxSceneLock.h" alt="PxSceneLock.h" coords="828,293,924,314"><area shape="rect" href="PxVolumeCache_8h.html" title="PxVolumeCache.h" alt="PxVolumeCache.h" coords="745,224,863,245"><area shape="rect" href="PxSceneQueryExt_8h.html" title="PxSceneQueryExt.h" alt="PxSceneQueryExt.h" coords="887,224,1012,245"><area shape="rect" href="PxExtensionsAPI_8h.html" title="PxExtensionsAPI.h" alt="PxExtensionsAPI.h" coords="1049,293,1169,314"><area shape="rect" href="PxBoxController_8h.html" title="PxBoxController.h" alt="PxBoxController.h" coords="159,293,271,314"><area shape="rect" href="PxCapsuleController_8h.html" title="PxCapsuleController.h" alt="PxCapsuleController.h" coords="295,293,436,314"><area shape="rect" href="PxShapeExt_8h.html" title="PxShapeExt.h" alt="PxShapeExt.h" coords="1137,224,1228,245"></map>
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<p>
<a href="PxQueryReport_8h-source.html">Go to the source code of this file.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitFlag.html">PxHitFlag</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene query and geometry query behavior flags.  <a href="structPxHitFlag.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxActorShape.html">PxActorShape</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">collection of set bits defined in <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a>.  <a href="structPxActorShape.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxQueryHit.html">PxQueryHit</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene query hit information.  <a href="structPxQueryHit.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxLocationHit.html">PxLocationHit</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene query hit information for raycasts and sweeps returning hit position and normal information.  <a href="structPxLocationHit.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRaycastHit.html">PxRaycastHit</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Stores results of raycast queries.  <a href="structPxRaycastHit.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxOverlapHit.html">PxOverlapHit</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Stores results of overlap queries.  <a href="structPxOverlapHit.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSweepHit.html">PxSweepHit</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Stores results of sweep queries.  <a href="structPxSweepHit.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitCallback.html">PxHitCallback&lt; HitType &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This callback class facilitates reporting scene query hits (intersections) to the user.  <a href="structPxHitCallback.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitBuffer.html">PxHitBuffer&lt; HitType &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns scene query hits (intersections) to the user in a preallocated buffer.  <a href="structPxHitBuffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRaycastBufferN.html">PxRaycastBufferN&lt; N &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns touching raycast hits to the user in a fixed size array embedded in the buffer class.  <a href="structPxRaycastBufferN.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxOverlapBufferN.html">PxOverlapBufferN&lt; N &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns touching overlap hits to the user in a fixed size array embedded in the buffer class.  <a href="structPxOverlapBufferN.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSweepBufferN.html">PxSweepBufferN&lt; N &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns touching sweep hits to the user in a fixed size array embedded in the buffer class.  <a href="structPxSweepBufferN.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Typedefs</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c">PxAgain</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Describes query behavior after returning a partial query result via a callback.  <a href="group__scenequery.html#g4d0184965c0a910f5c96cb69c0690f5c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a><br class="typebreak">
&lt; <a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#g4dbe8142d799492bd8e7c5ec70bfac41">PxRaycastCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Raycast query callback.  <a href="group__scenequery.html#g4dbe8142d799492bd8e7c5ec70bfac41"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a><br class="typebreak">
&lt; <a class="el" href="structPxOverlapHit.html">PxOverlapHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#g9baa3a8cad31bbb8ef666fe01b3afeb7">PxOverlapCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Overlap query callback.  <a href="group__scenequery.html#g9baa3a8cad31bbb8ef666fe01b3afeb7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt; <a class="el" href="structPxSweepHit.html">PxSweepHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#g6f93f556cef747d50f643499928dd865">PxSweepCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sweep query callback.  <a href="group__scenequery.html#g6f93f556cef747d50f643499928dd865"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gb21a68ce9e5a18aa742111920b75a84c">PxRaycastBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Raycast query buffer.  <a href="group__scenequery.html#gb21a68ce9e5a18aa742111920b75a84c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxOverlapHit.html">PxOverlapHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#g54a708942a891f3321c2427d5c160750">PxOverlapBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Overlap query buffer.  <a href="group__scenequery.html#g54a708942a891f3321c2427d5c160750"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxSweepHit.html">PxSweepHit</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gecfed2b83a930b922b3d95e22ff30665">PxSweepBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sweep query buffer.  <a href="group__scenequery.html#gecfed2b83a930b922b3d95e22ff30665"></a><br></td></tr>
</table>
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