PxMeshQuery.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_GEOMUTILS_PX_MESH_QUERY 00032 #define PX_PHYSICS_GEOMUTILS_PX_MESH_QUERY 00033 00038 #include "common/PxPhysXCommonConfig.h" 00039 #include "PxQueryReport.h" 00040 00041 #if !PX_DOXYGEN 00042 namespace physx 00043 { 00044 #endif 00045 00046 class PxGeometry; 00047 class PxConvexMeshGeometry; 00048 class PxTriangleMeshGeometry; 00049 class PxHeightFieldGeometry; 00050 00051 class PxTriangle; 00052 00053 class PxMeshQuery 00054 { 00055 public: 00056 00073 PX_PHYSX_COMMON_API static void getTriangle(const PxTriangleMeshGeometry& triGeom, const PxTransform& transform, PxTriangleID triangleIndex, PxTriangle& triangle, PxU32* vertexIndices=NULL, PxU32* adjacencyIndices=NULL); 00074 00075 00092 PX_PHYSX_COMMON_API static void getTriangle(const PxHeightFieldGeometry& hfGeom, const PxTransform& transform, PxTriangleID triangleIndex, PxTriangle& triangle, PxU32* vertexIndices=NULL, PxU32* adjacencyIndices=NULL); 00093 00094 00112 PX_PHYSX_COMMON_API static PxU32 findOverlapTriangleMesh( const PxGeometry& geom, const PxTransform& geomPose, 00113 const PxTriangleMeshGeometry& meshGeom, const PxTransform& meshPose, 00114 PxU32* results, PxU32 maxResults, PxU32 startIndex, bool& overflow); 00115 00133 PX_PHYSX_COMMON_API static PxU32 findOverlapHeightField(const PxGeometry& geom, const PxTransform& geomPose, 00134 const PxHeightFieldGeometry& hfGeom, const PxTransform& hfPose, 00135 PxU32* results, PxU32 maxResults, PxU32 startIndex, bool& overflow); 00136 00137 00170 PX_PHYSX_COMMON_API static bool sweep(const PxVec3& unitDir, 00171 const PxReal distance, 00172 const PxGeometry& geom, 00173 const PxTransform& pose, 00174 PxU32 triangleCount, 00175 const PxTriangle* triangles, 00176 PxSweepHit& sweepHit, 00177 PxHitFlags hitFlags = PxHitFlag::eDEFAULT, 00178 const PxU32* cachedIndex = NULL, 00179 const PxReal inflation = 0.0f, 00180 bool doubleSided = false); 00181 }; 00182 00183 00184 #if !PX_DOXYGEN 00185 } 00186 #endif 00187 00189 #endif
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