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		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxBroadPhaseExt Class Reference</title>
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<h1>PxBroadPhaseExt Class Reference<br>
<small>
[<a class="el" href="group__extensions.html">Extensions</a>]</small>
</h1><!-- doxytag: class="PxBroadPhaseExt" --><code>#include &lt;<a class="el" href="PxBroadPhaseExt_8h-source.html">PxBroadPhaseExt.h</a>&gt;</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>&nbsp;</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> &amp;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">&nbsp;</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>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="24301db187094029361f8d63fda7c274"></a><!-- doxytag: member="PxBroadPhaseExt::createRegionsFromWorldBounds" ref="24301db187094029361f8d63fda7c274" args="(PxBounds3 *regions, const PxBounds3 &amp;globalBounds, PxU32 nbSubdiv, PxU32 upAxis=1)" -->
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          <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> *&nbsp;</td>
          <td class="paramname"> <em>regions</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classPxBounds3.html">PxBounds3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>globalBounds</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</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>&nbsp;</td>
          <td class="paramname"> <em>upAxis</em> = <code>1</code></td><td>&nbsp;</td>
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          <td>)</td>
          <td></td><td></td><td><code> [static]</code></td>
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<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>&nbsp;</td><td valign="top"><em>regions</em>&nbsp;</td><td>Regions computed from the input global box </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>globalBounds</em>&nbsp;</td><td>World-space box covering the game world </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>nbSubdiv</em>&nbsp;</td><td>Grid subdivision level. The function will create nbSubdiv*nbSubdiv regions. </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>upAxis</em>&nbsp;</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>

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<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>
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