PxBatchQueryDesc Class Reference
[Physics]
Descriptor class for PxBatchQuery.
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#include <PxBatchQueryDesc.h>

Public Member Functions | |
PX_INLINE | PxBatchQueryDesc () |
PX_INLINE void | setToDefault () |
PX_INLINE bool | isValid () const |
Public Attributes | |
void * | filterShaderData |
Shared global filter data which will get passed into the filter shader. | |
PxU32 | filterShaderDataSize |
Size (in bytes) of the shared global filter data filterShaderData. | |
PxBatchQueryPreFilterShader | preFilterShader |
The custom preFilter shader to use for filtering. | |
PxBatchQueryPostFilterShader | postFilterShader |
The custom postFilter shader to use for filtering. | |
void * | spuPreFilterShader |
The custom spu pre filter shader to use for collision filtering. | |
PxU32 | spuPreFilterShaderSize |
Size (in bytes) of the spu pre filter shader codes spuPreFilterShader. | |
void * | spuPostFilterShader |
The custom spu post filter shader to use for collision filtering. | |
PxU32 | spuPostFilterShaderSize |
Size (in bytes) of the spu post filter shader codes spuPostFilterShader. | |
PxClientID | ownerClient |
Immutable client that creates and owns this scene query. | |
PxRaycastQueryResult * | userRaycastResultBuffer |
The pointer to the user-allocated buffer for raycast query result. | |
PxRaycastHit * | userRaycastHitBuffer |
The pointer to the user-allocated buffer for raycast hits. | |
PxSweepQueryResult * | userSweepResultBuffer |
The pointer to the user-allocated buffer for sweep query result. | |
PxSweepHit * | userSweepHitBuffer |
The pointer to the user-allocated buffer for sweep hits. | |
PxOverlapQueryResult * | userOverlapResultBuffer |
The pointer to the user-allocated buffer for overlap query result. | |
PxShape ** | userOverlapHitBuffer |
The pointer to the user-allocated buffer for overlap hits. | |
PxU32 | raycastHitBufferSize |
The number of elements of the user-allocated userRaycastHitBuffer. | |
PxU32 | sweepHitBufferSize |
The number of elements of the user-allocated userSweepHitBuffer. | |
PxU32 | overlapHitBufferSize |
The number of elements of the user-allocated userOverlapHitBuffer. |
Detailed Description
Descriptor class for PxBatchQuery.
- See also:
- PxBatchQuery PxSceneQueryExecuteMode
Member Data Documentation
Shared global filter data which will get passed into the filter shader.
- Note:
- The provided data will get copied to internal buffers and this copy will be used for filtering calls.
- See also:
- PxSimulationFilterShader
Referenced by isValid().
Size (in bytes) of the shared global filter data filterShaderData.
Default: 0
- See also:
- PxSimulationFilterShader filterShaderData
Referenced by isValid().
The number of elements of the user-allocated userOverlapHitBuffer.
Immutable client that creates and owns this scene query.
NOT CURRENTLY SUPPORTED
- See also:
- PxScene::createClient()
The custom postFilter shader to use for filtering.
- See also:
- PxBatchQueryPostFilterShader PxDefaultPostFilterShader
The custom preFilter shader to use for filtering.
- See also:
- PxBatchQueryPreFilterShader PxDefaultPreFilterShader
The number of elements of the user-allocated userRaycastHitBuffer.
The custom spu post filter shader to use for collision filtering.
- Note:
- This parameter is a fragment of SPU binary codes with the similar function of PxBatchQueryPostFilterShader. The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for spu, you can reference the implementation, makefile and awk scripts in SampleVehicle.If you don't want to define your own filter shader you can just leave this variable as NULL. library.
- PC SW: Not applicable
- PS3 : Yes
- XB360: Not applicable
- WII : Not applicable
Size (in bytes) of the spu post filter shader codes spuPostFilterShader.
Default: 0
- See also:
- spuPostFilterShader
The custom spu pre filter shader to use for collision filtering.
- Note:
- This parameter is a fragment of SPU binary codes with the similar function of PxBatchQueryPreFilterShader. The requirement of the spu function is the same as PxBatchQueryPreFilterShader::filter. To compile the shader for spu, you can reference the implementation, makefile and awk scripts in SampleVehicle. If you don't want to define your own filter shader you can just leave this variable as NULL.
- PC SW: Not applicable
- PS3 : Yes
- XB360: Not applicable
- WII : Not applicable
Size (in bytes) of the spu pre filter shader codes spuPreFilterShader.
Default: 0
- See also:
- spuPreFilterShader
The number of elements of the user-allocated userSweepHitBuffer.
The pointer to the user-allocated buffer for overlap hits.
- Note:
- The size of this buffer should be large enough to store the hits returned. If the buffer is too small to store hits, the related PxOverlapQueryResult.queryStatus will be set to eABORTED
For ps3, this buffer must be 16 bytes aligned and not on stack
The pointer to the user-allocated buffer for overlap query result.
- Note:
- The length should be same as the number of overlap query
For ps3, this must be 16 bytes aligned and not on stack
- See also:
- PxRaycastQueryResult
The pointer to the user-allocated buffer for raycast hits.
- Note:
- The size of this buffer should be large enough to store PxRaycastHit. If the buffer is too small to store hits, the related PxRaycastQueryResult.queryStatus will be set to eABORTED
For ps3, this buffer must be 16 bytes aligned and not on stack
The pointer to the user-allocated buffer for raycast query result.
- Note:
- The length should be same as the number of raycast queries
For ps3, this must be 16 bytes aligned and not on stack
- See also:
- PxRaycastQueryResult
The pointer to the user-allocated buffer for sweep hits.
- Note:
- The size of this buffer should be large enough to store PxSweepHit. If the buffer is too small to store hits, the related PxSweepQueryResult.queryStatus will be set to eABORTED
For ps3, this buffer must be 16 bytes aligned and not on stack
The pointer to the user-allocated buffer for sweep query result.
- Note:
- The length should be same as the number of sweep query
For ps3, this must be 16 bytes aligned and not on stack
- See also:
- PxRaycastQueryResult
The documentation for this class was generated from the following file:
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