PxBatchQuery.h
Go to the documentation of this file.00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_PHYSICS_NX_SCENEQUERY 00032 #define PX_PHYSICS_NX_SCENEQUERY 00033 00036 #include "PxPhysXConfig.h" 00037 #include "PxShape.h" 00038 #include "PxBatchQueryDesc.h" 00039 #include "PxQueryFiltering.h" 00040 00041 #if !PX_DOXYGEN 00042 namespace physx 00043 { 00044 #endif 00045 00046 class PxBoxGeometry; 00047 class PxSphereGeometry; 00048 struct PxQueryCache; 00049 00057 class PX_DEPRECATED PxBatchQuery 00058 { 00059 public: 00060 00064 virtual void execute() = 0; 00065 00073 virtual PxBatchQueryPreFilterShader getPreFilterShader() const = 0; 00074 00082 virtual PxBatchQueryPostFilterShader getPostFilterShader() const = 0; 00083 00084 00092 virtual const void* getFilterShaderData() const = 0; 00093 00101 virtual PxU32 getFilterShaderDataSize() const = 0; 00102 00103 00111 PX_DEPRECATED virtual PxClientID getOwnerClient() const = 0; 00112 00120 virtual void setUserMemory(const PxBatchQueryMemory&) = 0; 00121 00127 virtual const PxBatchQueryMemory& getUserMemory() = 0; 00128 00134 virtual void release() = 0; 00135 00159 virtual void raycast( 00160 const PxVec3& origin, const PxVec3& unitDir, PxReal distance = PX_MAX_F32, PxU16 maxTouchHits = 0, 00161 PxHitFlags hitFlags = PxHitFlag::eDEFAULT, 00162 const PxQueryFilterData& filterData = PxQueryFilterData(), 00163 void* userData = NULL, const PxQueryCache* cache = NULL) = 0; 00164 00165 00188 virtual void overlap( 00189 const PxGeometry& geometry, const PxTransform& pose, PxU16 maxTouchHits = 0, 00190 const PxQueryFilterData& filterData = PxQueryFilterData(), void* userData=NULL, const PxQueryCache* cache = NULL) = 0; 00191 00219 virtual void sweep( 00220 const PxGeometry& geometry, const PxTransform& pose, const PxVec3& unitDir, const PxReal distance, 00221 PxU16 maxTouchHits = 0, PxHitFlags hitFlags = PxHitFlag::eDEFAULT, 00222 const PxQueryFilterData& filterData = PxQueryFilterData(), void* userData=NULL, const PxQueryCache* cache = NULL, 00223 const PxReal inflation = 0.f) = 0; 00224 00225 protected: 00226 virtual ~PxBatchQuery() {} 00227 }; 00228 00229 #if !PX_DOXYGEN 00230 } // namespace physx 00231 #endif 00232 00234 #endif
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