PhysX SDK 3.2 API Reference: PxBatchQueryDesc Class Reference

PhysX SDK 3.2 API

PxBatchQueryDesc Class Reference
[Physics]

Descriptor class for PxBatchQuery. More...

#include <PxBatchQueryDesc.h>

Collaboration diagram for PxBatchQueryDesc:

List of all members.


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.
PxRaycastQueryResultuserRaycastResultBuffer
 The pointer to the user-allocated buffer for raycast query result.
PxRaycastHituserRaycastHitBuffer
 The pointer to the user-allocated buffer for raycast hits.
PxSweepQueryResultuserSweepResultBuffer
 The pointer to the user-allocated buffer for sweep query result.
PxSweepHituserSweepHitBuffer
 The pointer to the user-allocated buffer for sweep hits.
PxOverlapQueryResultuserOverlapResultBuffer
 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.
Default: NULL

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.
Platform:
  • 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.
Platform:
  • 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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