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<h1>PxSceneQueryExt.h</h1><a href="PxSceneQueryExt_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_EXTENSIONS_SCENE_QUERY_H</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_EXTENSIONS_SCENE_QUERY_H</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxScene_8h.html">PxScene.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="comment">// These types have been deprecated (removed) in PhysX 3.4. We typedef them to the new types here for easy migration from 3.3 to 3.4.</span>
<a name="l00047"></a><a class="code" href="group__extensions.html#g55259fcecc0dd432e8c97f80a1425aad">00047</a> <span class="keyword">typedef</span> <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxQueryHit</a>              <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxSceneQueryHit</a>;
<a name="l00048"></a><a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">00048</a> <span class="keyword">typedef</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxQueryFilterData</a>       <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>;
<a name="l00049"></a><a class="code" href="group__extensions.html#gf9d442ec851f833a9276ddb7ea46dd23">00049</a> <span class="keyword">typedef</span> <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxQueryFilterCallback</a>   <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>;
<a name="l00050"></a><a class="code" href="group__extensions.html#g871e9d89cdf9bbab58883b5f0822b5c3">00050</a> <span class="keyword">typedef</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxQueryCache</a>            <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>;
<a name="l00051"></a><a class="code" href="group__extensions.html#g8a87a0175a8d5014472d5e9eabef59d7">00051</a> <span class="keyword">typedef</span> <a class="code" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxHitFlag</a>               <a class="code" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags.">PxSceneQueryFlag</a>;
<a name="l00052"></a><a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">00052</a> <span class="keyword">typedef</span> PxHitFlags              <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a>;
<a name="l00053"></a>00053 
<a name="l00062"></a><a class="code" href="classPxSceneQueryExt.html">00062</a> <span class="keyword">class </span><a class="code" href="classPxSceneQueryExt.html" title="utility functions for use with PxScene, related to scene queries.">PxSceneQueryExt</a>
<a name="l00063"></a>00063 {
<a name="l00064"></a>00064 <span class="keyword">public</span>:
<a name="l00065"></a>00065 
<a name="l00090"></a>00090     <span class="keyword">static</span> <span class="keywordtype">bool</span> raycastAny( <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00091"></a>00091                             <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00092"></a>00092                             <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxSceneQueryHit</a>&amp; hit, <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00093"></a>00093                             <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00094"></a>00094                             <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>);
<a name="l00095"></a>00095 
<a name="l00121"></a>00121     <span class="keyword">static</span> <span class="keywordtype">bool</span> raycastSingle(  <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00122"></a>00122                                 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00123"></a>00123                                 <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a> outputFlags, <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>&amp; hit,
<a name="l00124"></a>00124                                 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00125"></a>00125                                 <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00126"></a>00126                                 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>);
<a name="l00127"></a>00127 
<a name="l00158"></a>00158     <span class="keyword">static</span> <a class="code" href="namespacephysx.html#2d0d277fc9b3eb2bff0fcfa416ae6ae4">PxI32</a> raycastMultiple(   <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00159"></a>00159                                     <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; origin, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00160"></a>00160                                     <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a> outputFlags,
<a name="l00161"></a>00161                                     <a class="code" href="structPxRaycastHit.html" title="Stores results of raycast queries.">PxRaycastHit</a>* hitBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> hitBufferSize, <span class="keywordtype">bool</span>&amp; blockingHit,
<a name="l00162"></a>00162                                     <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00163"></a>00163                                     <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00164"></a>00164                                     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>);
<a name="l00165"></a>00165 
<a name="l00193"></a>00193     <span class="keyword">static</span> <span class="keywordtype">bool</span> sweepAny(   <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00194"></a>00194                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00195"></a>00195                             <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a> queryFlags,
<a name="l00196"></a>00196                             <a class="code" href="structPxQueryHit.html" title="Scene query hit information.">PxSceneQueryHit</a>&amp; hit,
<a name="l00197"></a>00197                             <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00198"></a>00198                             <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL,
<a name="l00199"></a>00199                             <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00200"></a>00200                             <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>,
<a name="l00201"></a>00201                             <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.0f);
<a name="l00202"></a>00202 
<a name="l00230"></a>00230     <span class="keyword">static</span> <span class="keywordtype">bool</span> sweepSingle(<span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00231"></a>00231                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00232"></a>00232                             <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a> outputFlags,
<a name="l00233"></a>00233                             <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>&amp; hit,
<a name="l00234"></a>00234                             <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00235"></a>00235                             <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL,
<a name="l00236"></a>00236                             <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00237"></a>00237                             <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation=0.0f);
<a name="l00238"></a>00238 
<a name="l00271"></a>00271     <span class="keyword">static</span> <a class="code" href="namespacephysx.html#2d0d277fc9b3eb2bff0fcfa416ae6ae4">PxI32</a> sweepMultiple( <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00272"></a>00272                                 <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; unitDir, <span class="keyword">const</span> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> distance,
<a name="l00273"></a>00273                                 <a class="code" href="group__extensions.html#g2ddebd682bdb0bdb1db7ba113a93afe4">PxSceneQueryFlags</a> outputFlags, <a class="code" href="structPxSweepHit.html" title="Stores results of sweep queries.">PxSweepHit</a>* hitBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> hitBufferSize, <span class="keywordtype">bool</span>&amp; blockingHit,
<a name="l00274"></a>00274                                 <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00275"></a>00275                                 <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL, <span class="keyword">const</span> <a class="code" href="structPxQueryCache.html" title="single hit cache for scene queries.">PxSceneQueryCache</a>* cache = NULL,
<a name="l00276"></a>00276                                 <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> inflation = 0.0f);
<a name="l00277"></a>00277 
<a name="l00299"></a>00299     <span class="keyword">static</span> <a class="code" href="namespacephysx.html#2d0d277fc9b3eb2bff0fcfa416ae6ae4">PxI32</a> overlapMultiple(   <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00300"></a>00300                                     <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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="l00301"></a>00301                                     <a class="code" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a>* hitBuffer, <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a> hitBufferSize,
<a name="l00302"></a>00302                                     <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00303"></a>00303                                     <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL,
<a name="l00304"></a>00304                                     <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>);
<a name="l00305"></a>00305 
<a name="l00326"></a>00326     <span class="keyword">static</span> <span class="keywordtype">bool</span> overlapAny( <span class="keyword">const</span> <a class="code" href="classPxScene.html" title="A scene is a collection of bodies, particle systems and constraints which can interact...">PxScene</a>&amp; scene,
<a name="l00327"></a>00327                             <span class="keyword">const</span> <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>&amp; geometry, <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="l00328"></a>00328                             <a class="code" href="structPxOverlapHit.html" title="Stores results of overlap queries.">PxOverlapHit</a>&amp; hit,
<a name="l00329"></a>00329                             <span class="keyword">const</span> <a class="code" href="structPxQueryFilterData.html" title="Scene query filtering data.">PxSceneQueryFilterData</a>&amp; filterData = <a class="code" href="group__extensions.html#g4d19f53556b8b6114e8a359d326c6d10">PxSceneQueryFilterData</a>(),
<a name="l00330"></a>00330                             <a class="code" href="classPxQueryFilterCallback.html" title="Scene query filtering callbacks.">PxSceneQueryFilterCallback</a>* filterCall = NULL,
<a name="l00331"></a>00331                             <a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="PxClient_8h.html#cb0e5a85de6c250f2a54db46e3aa0a12" title="An ID to identify different clients for multiclient support.">PxClientID</a> queryClient = <a class="code" href="PxClient_8h.html#8bc840c3fd493df8b6072d055d050fb4" title="The predefined default PxClientID value.">PX_DEFAULT_CLIENT</a>);
<a name="l00332"></a>00332 };
<a name="l00333"></a>00333 
<a name="l00334"></a>00334 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00335"></a>00335 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00336"></a>00336 <span class="preprocessor">#endif</span>
<a name="l00337"></a>00337 <span class="preprocessor"></span>
<a name="l00339"></a>00339 <span class="preprocessor">#endif</span>
</pre></div></div>

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