NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxPruningStructure Class Reference

NVIDIA PhysX SDK 3.4 API

PxPruningStructure Class Reference
[Physics]

A precomputed pruning structure to accelerate scene queries against newly added actors. More...

#include <PxPruningStructure.h>

Inheritance diagram for PxPruningStructure:
Collaboration diagram for PxPruningStructure:

List of all members.


Public Member Functions

virtual void release ()=0
 Release this object.
virtual PxU32 getRigidActors (PxRigidActor **userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const =0
 Retrieve rigid actors in the pruning structure.
virtual PxU32 getNbRigidActors () const =0
 Returns the number of rigid actors in the pruning structure.
virtual const char * getConcreteTypeName () const
 Returns string name of dynamic type.

Protected Member Functions

PX_INLINE PxPruningStructure (PxType concreteType, PxBaseFlags baseFlags)
PX_INLINE PxPruningStructure (PxBaseFlags baseFlags)
virtual ~PxPruningStructure ()
virtual bool isKindOf (const char *name) const
 Returns whether a given type name matches with the type of this instance.

Detailed Description

A precomputed pruning structure to accelerate scene queries against newly added actors.

The pruning structure can be provided to PxScene:: addActors() in which case it will get merged directly into the scene query optimization AABB tree, thus leading to improved performance when doing queries against the newly added actors. This applies to both static and dynamic actors.

Note:
PxPruningStructure objects can be added to a collection and get serialized.

Adding a PxPruningStructure object to a collection will also add the actors that were used to build the pruning structure.

PxPruningStructure must be released before its rigid actors.

PxRigidBody objects can be in one PxPruningStructure only.

Changing the bounds of PxRigidBody objects assigned to a pruning structure that has not been added to a scene yet will invalidate the pruning structure. Same happens if shape scene query flags change or shape gets removed from an actor.

See also:
PxScene::addActors PxCollection

Constructor & Destructor Documentation

PX_INLINE PxPruningStructure::PxPruningStructure ( PxType  concreteType,
PxBaseFlags  baseFlags 
) [inline, protected]

PX_INLINE PxPruningStructure::PxPruningStructure ( PxBaseFlags  baseFlags  )  [inline, protected]

virtual PxPruningStructure::~PxPruningStructure (  )  [inline, protected, virtual]


Member Function Documentation

virtual const char* PxPruningStructure::getConcreteTypeName (  )  const [inline, virtual]

Returns string name of dynamic type.

Returns:
Class name of most derived type of this object.

Implements PxBase.

virtual PxU32 PxPruningStructure::getNbRigidActors (  )  const [pure virtual]

Returns the number of rigid actors in the pruning structure.

You can use getRigidActors() to retrieve the rigid actor pointers.

Returns:
Number of rigid actors in the pruning structure.
See also:
PxRigidActor

virtual PxU32 PxPruningStructure::getRigidActors ( PxRigidActor **  userBuffer,
PxU32  bufferSize,
PxU32  startIndex = 0 
) const [pure virtual]

Retrieve rigid actors in the pruning structure.

You can retrieve the number of rigid actor pointers by calling getNbRigidActors()

Parameters:
[out] userBuffer The buffer to store the actor pointers.
[in] bufferSize Size of provided user buffer.
[in] startIndex Index of first actor pointer to be retrieved
Returns:
Number of rigid actor pointers written to the buffer.
See also:
PxRigidActor

virtual bool PxPruningStructure::isKindOf ( const char *  superClass  )  const [inline, protected, virtual]

Returns whether a given type name matches with the type of this instance.

Reimplemented from PxBase.

References PxBase::isKindOf().

virtual void PxPruningStructure::release (  )  [pure virtual]

Release this object.

Implements PxBase.


The documentation for this class was generated from the following file:



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