PhysX SDK 3.2 API Reference: PxBatchQuery Class Reference

PhysX SDK 3.2 API

PxBatchQuery Class Reference
[Scenequery]

Batched queries object. This is used to perform several queries at the same time. More...

#include <PxBatchQuery.h>

List of all members.


Public Member Functions

virtual void execute ()=0
 Executes batched queries.
virtual PxBatchQueryPreFilterShader getPreFilterShader () const =0
 Gets the prefilter shader in use for this scene query.
virtual
PxBatchQueryPostFilterShader 
getPostFilterShader () const =0
 Gets the postfilter shader in use for this scene query.
virtual const void * getFilterShaderData () const =0
 Gets the shared global filter data in use for this scene query.
virtual PxU32 getFilterShaderDataSize () const =0
 Gets the size of the shared global filter data (PxSceneDesc.filterShaderData).
virtual PxClientID getOwnerClient () const =0
 Retrieves the client specified with PxBatchQueryDesc::ownerClient at creation time.
virtual void release ()=0
 Releases PxBatchQuery from PxSceneQueryManager.
virtual void raycastAny (const PxVec3 &origin, const PxVec3 &unitDir, PxReal distance=PX_MAX_F32, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), void *userData=NULL, const PxSceneQueryCache *cache=NULL) const =0
 Returns whether any object of type objectsType is hit along the ray.
virtual void raycastSingle (const PxVec3 &origin, const PxVec3 &unitDir, PxReal distance=PX_MAX_F32, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, void *userData=NULL, const PxSceneQueryCache *cache=NULL) const =0
 Returns the first object of type objectsType that is hit along the ray.
virtual void raycastMultiple (const PxVec3 &origin, const PxVec3 &unitDir, PxReal distance=PX_MAX_F32, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, void *userData=NULL, const PxSceneQueryCache *cache=NULL) const =0
 Find all objects of type objectsType which a ray intersects.
virtual void overlapMultiple (const PxGeometry &geometry, const PxTransform &pose, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), void *userData=NULL, const PxSceneQueryCache *cache=NULL, PxU32 maxShapes=0) const =0
 Test overlap between a geometry and objects in the scene. Returns all objects of type objectsType which overlap the world-space sphere.
PX_INLINE void overlapAny (const PxGeometry &geometry, const PxTransform &pose, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), void *userData=NULL, const PxSceneQueryCache *cache=NULL)
 Test returning, for a given geometry, any overlapping object in the scene. Returns any object of type objectsType which overlap the world-space sphere.
virtual void sweepSingle (const PxGeometry &geometry, const PxTransform &pose, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), void *userData=NULL, const PxSceneQueryCache *cache=NULL) const =0
 Sweeps returning a single result.
virtual void linearCompoundGeometrySweepSingle (const PxGeometry **geometryList, const PxTransform *poseList, const PxFilterData *filterDataList, PxU32 geometryCount, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFilterFlags filterFlags, PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, void *userData=NULL, const PxSweepCache *cache=NULL) const =0
 Performs a linear sweep through space with a compound of geometry objects.
virtual void sweepMultiple (const PxGeometry &geometry, const PxTransform &pose, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), void *userData=NULL, const PxSceneQueryCache *cache=NULL) const =0
 Sweep returning multiple results.
virtual void linearCompoundGeometrySweepMultiple (const PxGeometry **geometryList, const PxTransform *poseList, const PxFilterData *filterDataList, PxU32 geometryCount, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFilterFlags filterFlags, PxSceneQueryFlags outputFlags=PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV, void *userData=NULL, const PxSweepCache *cache=NULL) const =0
 Performs a linear sweep through space with a compound of geometry objects, returning all overlaps.

Protected Member Functions

virtual ~PxBatchQuery ()

Detailed Description

Batched queries object. This is used to perform several queries at the same time.

See also:
PxSceneQueryManager

Constructor & Destructor Documentation

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


Member Function Documentation

virtual void PxBatchQuery::execute (  )  [pure virtual]

Executes batched queries.

virtual const void* PxBatchQuery::getFilterShaderData (  )  const [pure virtual]

Gets the shared global filter data in use for this scene query.

Returns:
Shared filter data for filter shader.
See also:
getFilterShaderDataSize() PxBatchQueryDesc.filterShaderData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader

virtual PxU32 PxBatchQuery::getFilterShaderDataSize (  )  const [pure virtual]

Gets the size of the shared global filter data (PxSceneDesc.filterShaderData).

Returns:
Size of shared filter data [bytes].
See also:
getFilterShaderData() PxBatchQueryDesc.filterShaderDataSize PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader

virtual PxClientID PxBatchQuery::getOwnerClient (  )  const [pure virtual]

Retrieves the client specified with PxBatchQueryDesc::ownerClient at creation time.

It is not possible to change this value after creating the scene query.

See also:
PxBatchQueryDesc::ownerClient

virtual PxBatchQueryPostFilterShader PxBatchQuery::getPostFilterShader (  )  const [pure virtual]

Gets the postfilter shader in use for this scene query.

Returns:
Postfilter shader.
See also:
PxBatchQueryDesc.preFilterShade PxBatchQueryPostFilterShader

virtual PxBatchQueryPreFilterShader PxBatchQuery::getPreFilterShader (  )  const [pure virtual]

Gets the prefilter shader in use for this scene query.

Returns:
Prefilter shader.
See also:
PxBatchQueryDesc.preFilterShade PxBatchQueryPreFilterShader

virtual void PxBatchQuery::linearCompoundGeometrySweepMultiple ( const PxGeometry **  geometryList,
const PxTransform poseList,
const PxFilterData filterDataList,
PxU32  geometryCount,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFilterFlags  filterFlags,
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
void *  userData = NULL,
const PxSweepCache cache = NULL 
) const [pure virtual]

Performs a linear sweep through space with a compound of geometry objects, returning all overlaps.

Note:
Supported geometries are: PxBoxGeometry, PxSphereGeometry, PxCapsuleGeometry, PxConvexMeshGeometry.

If a shape from the scene is already overlapping with the query shape in its starting position, behavior is controlled by the PxSceneQueryFlag::eINITIAL_OVERLAP flag.

The function sweeps all specified geometry objects through space and reports all objects in the scene which intersect. Apart from the number of objects intersected in this way, and the objects intersected, information on the closest intersection is put in an PxSweepHit structure which is stored in the user allocated buffer in PxBatchQueryDesc . See PxBatchQueryDesc.

Parameters:
[in] geometryList List of pointers to the geometry objects to sweep
[in] poseList The world pose for each geometry object
[in] filterDataList Filter data for each geometry object. NULL, if no filtering should be done
[in] geometryCount Number of geometry objects specified
[in] unitDir Normalized direction of the sweep.
[in] distance Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in] filterFlags Filter logic settings. See PxSceneQueryFilterFlag.
[in] outputFlags Allows the user to specify which field of PxSweepHit they are interested in. See PxSceneQueryFlag
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Sweep cache to use with the query
See also:
PxSceneQueryFilterFlag PxFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxSceneQueryReport PxSweepHit linearCompoundGeometrySweepSingle

virtual void PxBatchQuery::linearCompoundGeometrySweepSingle ( const PxGeometry **  geometryList,
const PxTransform poseList,
const PxFilterData filterDataList,
PxU32  geometryCount,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFilterFlags  filterFlags,
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
void *  userData = NULL,
const PxSweepCache cache = NULL 
) const [pure virtual]

Performs a linear sweep through space with a compound of geometry objects.

Note:
Supported geometries are: PxBoxGeometry, PxSphereGeometry, PxCapsuleGeometry, PxConvexMeshGeometry.

If a shape from the scene is already overlapping with the query shape in its starting position, behavior is controlled by the PxSceneQueryFlag::eINITIAL_OVERLAP flag.

The function sweeps all specified geometry objects through space and reports any objects in the scene which intersect. Apart from the number of objects intersected in this way, and the objects intersected, information on the closest intersection is put in an PxSweepHit structure which is stored in the user allocated buffer in PxBatchQueryDesc . See PxBatchQueryDesc.

Parameters:
[in] geometryList List of pointers to the geometry objects to sweep
[in] poseList The world pose for each geometry object
[in] filterDataList Filter data for each geometry object. NULL, if no filtering should be done
[in] geometryCount Number of geometry objects specified
[in] unitDir Normalized direction of the sweep.
[in] distance Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in] filterFlags Filter logic settings. See PxSceneQueryFilterFlag.
[in] outputFlags Allows the user to specify which field of PxSweepHit they are interested in. See PxSceneQueryFlag
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Sweep cache to use with the query
See also:
PxSceneQueryFilterFlag PxFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxSceneQueryReport PxSweepHit linearCompoundGeometrySweepMultiple

PX_INLINE void PxBatchQuery::overlapAny ( const PxGeometry geometry,
const PxTransform pose,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) [inline]

Test returning, for a given geometry, any overlapping object in the scene. Returns any object of type objectsType which overlap the world-space sphere.

Note:
Filtering: Overlap tests do not distinguish between touching and blocking hit types (see PxSceneQueryHitType). Both get written to the hit buffer.

PxSceneQueryFilterFlag::eMESH_MULTIPLE and PxSceneQueryFilterFlag::eBACKFACE have no effect in this case

Parameters:
[in] geometry Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex).
[in] pose Pose of the object.
[in] filterData Filtering data and simple logic. See PxSceneQueryFilterData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
See also:
PxSceneQueryFlags PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader

virtual void PxBatchQuery::overlapMultiple ( const PxGeometry geometry,
const PxTransform pose,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
void *  userData = NULL,
const PxSceneQueryCache cache = NULL,
PxU32  maxShapes = 0 
) const [pure virtual]

Test overlap between a geometry and objects in the scene. Returns all objects of type objectsType which overlap the world-space sphere.

Note:
Filtering: Overlap tests do not distinguish between touching and blocking hit types (see PxSceneQueryHitType). Both get written to the hit buffer.

PxSceneQueryFilterFlag::eMESH_MULTIPLE and PxSceneQueryFilterFlag::eBACKFACE have no effect in this case

Parameters:
[in] geometry Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex).
[in] pose Pose of the object.
[in] filterData Filtering data and simple logic. See PxSceneQueryFilterData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
[in] maxShapes user-defined limit on number of reported shapes (0 to report all shapes)
See also:
PxSceneQueryFlags PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader

virtual void PxBatchQuery::raycastAny ( const PxVec3 origin,
const PxVec3 unitDir,
PxReal  distance = PX_MAX_F32,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) const [pure virtual]

Returns whether any object of type objectsType is hit along the ray.

Note:
Make certain that the direction vector of the ray is normalized.

Shooting a ray from within an object leads to different results depending on the shape type. Please check the details in article SceneQuery. User can ignore such objects by using one of the provided filter mechanisms.

Parameters:
[in] origin Origin of the ray.
[in] unitDir Normalized direction of the ray.
[in] distance Length of the ray. Needs to be larger than 0.
[in] filterData filterData which is passed to the filer shader. See PxSceneQueryFilterData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Cached hit shape (optional). Ray is tested against cached shape first. If no hit is found the ray gets queried against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
See also:
PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxRaycastHit raycastSingle() raycastMultiple()

virtual void PxBatchQuery::raycastMultiple ( const PxVec3 origin,
const PxVec3 unitDir,
PxReal  distance = PX_MAX_F32,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) const [pure virtual]

Find all objects of type objectsType which a ray intersects.

hintFlags is a combination of PxSceneQueryFlag flags.

Note:
Make certain that the direction vector of the ray is normalized.

Shooting a ray from within an object leads to different results depending on the shape type. Please check the details in article SceneQuery. User can ignore such objects by using one of the provided filter mechanisms.

Parameters:
[in] origin Origin of the ray.
[in] unitDir Normalized direction of the ray.
[in] distance Length of the ray. Needs to be larger than 0.
[in] outputFlags Specifies which properties should be written to the hit information
[in] filterData filterData which is passed to the filer shader. See PxSceneQueryFilterData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
See also:
PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxRaycastHit raycastAny() raycastSingle()

virtual void PxBatchQuery::raycastSingle ( const PxVec3 origin,
const PxVec3 unitDir,
PxReal  distance = PX_MAX_F32,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) const [pure virtual]

Returns the first object of type objectsType that is hit along the ray.

The world space intersection point, and the distance along the ray are also provided. hintFlags is a combination of PxSceneQueryFlag flags.

Note:
Make certain that the direction vector of the ray is normalized.

Shooting a ray from within an object leads to different results depending on the shape type. Please check the details in article SceneQuery. User can ignore such objects by using one of the provided filter mechanisms.

Parameters:
[in] origin Origin of the ray.
[in] unitDir Normalized direction of the ray.
[in] distance Length of the ray. Needs to be larger than 0.
[in] outputFlags Specifies which properties should be written to the hit information
[in] filterData filterData which is passed to the filer shader. See PxSceneQueryFilterData PxBatchQueryPreFilterShader, PxBatchQueryPostFilterShader
[in] userData user can assign this to a value of his choice, usually to identify this particular query
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
See also:
PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxRaycastHit raycastAny() raycastMultiple()

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

Releases PxBatchQuery from PxSceneQueryManager.

See also:
PxSceneQueryManager

virtual void PxBatchQuery::sweepMultiple ( const PxGeometry geometry,
const PxTransform pose,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) const [pure virtual]

Sweep returning multiple results.

Find all rigid actors that get hit along the sweep. Each result contains data as specified by the outputFlags field.

Note:
Touching hits are not ordered.

If a shape from the scene is already overlapping with the query shape in its starting position, behavior is controlled by the PxSceneQueryFlag::eINITIAL_OVERLAP flag.

Parameters:
[in] geometry Geometry of object to sweep (supported types are: box, sphere, capsule, convex).
[in] pose Pose of the sweep object.
[in] unitDir Normalized direction of the sweep.
[in] distance Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in] outputFlags Specifies which properties should be written to the hit information.
[in] filterData Filtering data and simple logic.
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
[in] userData user can assign this to a value of his choice, usually to identify this particular query
See also:
PxSceneQueryFlags PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxSweepHit

virtual void PxBatchQuery::sweepSingle ( const PxGeometry geometry,
const PxTransform pose,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags = PxSceneQueryFlag::eIMPACT|PxSceneQueryFlag::eNORMAL|PxSceneQueryFlag::eDISTANCE|PxSceneQueryFlag::eUV,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
void *  userData = NULL,
const PxSceneQueryCache cache = NULL 
) const [pure virtual]

Sweeps returning a single result.

Returns the first rigid actor that is hit along the ray. Data for a blocking hit will be returned as specified by the outputFlags field. Touching hits will be ignored.

Note:
If a shape from the scene is already overlapping with the query shape in its starting position, behavior is controlled by the PxSceneQueryFlag::eINITIAL_OVERLAP flag.
Parameters:
[in] geometry Geometry of object to sweep (supported types are: box, sphere, capsule, convex).
[in] pose Pose of the sweep object.
[in] unitDir Normalized direction of the sweep.
[in] distance Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in] outputFlags Specifies which properties should be written to the hit information.
[in] filterData Filtering data and simple logic.
[in] cache Cached hit shape (optional). Ray is tested against cached shape first then against the scene. Note: Filtering is not executed for a cached shape if supplied; instead, if a hit is found, it is assumed to be a blocking hit.
[in] userData user can assign this to a value of his choice, usually to identify this particular query
See also:
PxSceneQueryFlags PxSceneQueryFilterData PxBatchQueryPreFilterShader PxBatchQueryPostFilterShader PxSweepHit


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



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