PhysX SDK 3.2 API Reference: PxSceneQueryFlag Struct Reference

PhysX SDK 3.2 API

PxSceneQueryFlag Struct Reference
[Scenequery]

Scene query specification. More...

#include <PxSceneQueryReport.h>

List of all members.


Public Types

enum  Enum {
  eIMPACT = (1<<0),
  eNORMAL = (1<<1),
  eDISTANCE = (1<<2),
  eUV = (1<<3),
  eINITIAL_OVERLAP = (1<<4),
  eINITIAL_OVERLAP_KEEP = (1<<5),
  eTOUCHING_HIT = (1<<6),
  eBLOCKING_HIT = (1<<7)
}

Detailed Description

Scene query specification.

A PxSceneQueryFlag parameter to a scene query call determines which optional fields in the output PxSceneQueryHit are to be filled in. In PxSceneQueryHit it is used to inform which optional fields have been filled in.

The PxSceneQueryFlag::eINITIAL_OVERLAP controls the query behavior when the swept shape initially overlaps with a shape of the scene. If the flag is set, additional overlap tests are performed to detect the initial overlaps. If you can guarantee your swept shape starts from an empty portion of space, it is best (more efficient) to disable that flag. In case an initial overlap is detected, PxSceneQueryFlag::eINITIAL_OVERLAP_KEEP controls what to do next. If PxSceneQueryFlag::eINITIAL_OVERLAP_KEEP is set, the initially overlapping shape is kept, returned distance is set to zero, and returned normal is set to the opposite of the sweep direction. If that flag is not set however, the shape is simply ignored (filtered out).

See also:
PxSceneQueryHit PxScene.raycastSingle PxScene.raycastMultiple, PxScene.sweepSingle, PxScene.sweepMultiple

Member Enumeration Documentation

Enumerator:
eIMPACT  "impact" member of PxSceneQueryHit is valid
eNORMAL  "normal" member of PxSceneQueryHit is valid
eDISTANCE  "distance" member of PxSceneQueryHit is valid
eUV  "u" and "v" barycentric coordinates of PxSceneQueryHit are valid. Note: Not applicable for sweep queries.
eINITIAL_OVERLAP  Enable/disable initial overlap tests in sweeps. Also mark returned hits as initially overlapping.
eINITIAL_OVERLAP_KEEP  Only valid when eINITIAL_OVERLAP is used. Keep or discard shapes initially overlapping with swept volume.
eTOUCHING_HIT  specified the hit object as a touching hit. See also PxSceneQueryHitType
eBLOCKING_HIT  specified the hit object as a blocking hit. See also PxSceneQueryHitType


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



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