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<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: Member List</title>
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<h1>PxMeshQuery Member List</h1>This is the complete list of members for <a class="el" href="classPxMeshQuery.html">PxMeshQuery</a>, including all inherited members.<p><table>
<tr class="memlist"><td><a class="el" href="classPxMeshQuery.html#461e1f01530df9d99e0762ca20493c2d">findOverlapHeightField</a>(const PxGeometry &geom, const PxTransform &geomPose, const PxHeightFieldGeometry &hfGeom, const PxTransform &hfPose, PxU32 *results, PxU32 maxResults, PxU32 startIndex, bool &overflow)</td><td><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td><code> [static]</code></td></tr>
<tr class="memlist"><td><a class="el" href="classPxMeshQuery.html#ea451debbcaca51f9f1f49df3d5bfe74">findOverlapTriangleMesh</a>(const PxGeometry &geom, const PxTransform &geomPose, const PxTriangleMeshGeometry &meshGeom, const PxTransform &meshPose, PxU32 *results, PxU32 maxResults, PxU32 startIndex, bool &overflow)</td><td><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td><code> [static]</code></td></tr>
<tr class="memlist"><td><a class="el" href="classPxMeshQuery.html#c567bb759621105f07886f257587d70f">getTriangle</a>(const PxTriangleMeshGeometry &triGeom, const PxTransform &transform, PxTriangleID triangleIndex, PxTriangle &triangle, PxU32 *vertexIndices=NULL, PxU32 *adjacencyIndices=NULL)</td><td><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td><code> [static]</code></td></tr>
<tr class="memlist"><td><a class="el" href="classPxMeshQuery.html#8acb2a510cda8105fe1d9f84acf20087">getTriangle</a>(const PxHeightFieldGeometry &hfGeom, const PxTransform &transform, PxTriangleID triangleIndex, PxTriangle &triangle, PxU32 *vertexIndices=NULL, PxU32 *adjacencyIndices=NULL)</td><td><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td><code> [static]</code></td></tr>
<tr class="memlist"><td><a class="el" href="classPxMeshQuery.html#e35a79d58b3c90dbaefe7d204bbfc9b5">sweep</a>(const PxVec3 &unitDir, const PxReal distance, const PxGeometry &geom, const PxTransform &pose, PxU32 triangleCount, const PxTriangle *triangles, PxSweepHit &sweepHit, PxHitFlags hitFlags=PxHitFlag::eDEFAULT, const PxU32 *cachedIndex=NULL, const PxReal inflation=0.0f, bool doubleSided=false)</td><td><a class="el" href="classPxMeshQuery.html">PxMeshQuery</a></td><td><code> [static]</code></td></tr>
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