PxSceneQueryExt Class Reference

utility functions for use with PxScene, related to scene queries. More...

#include <PxSceneQueryExt.h>

Static Public Member Functions

static bool raycastAny (const PxScene &scene, const PxVec3 &origin, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryHit &hit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL)
 Raycast returning any blocking hit, not necessarily the closest. More...
 
static bool raycastSingle (const PxScene &scene, const PxVec3 &origin, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags, PxRaycastHit &hit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL)
 Raycast returning a single result. More...
 
static PxI32 raycastMultiple (const PxScene &scene, const PxVec3 &origin, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags, PxRaycastHit *hitBuffer, PxU32 hitBufferSize, bool &blockingHit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL)
 Raycast returning multiple results. More...
 
static bool sweepAny (const PxScene &scene, const PxGeometry &geometry, const PxTransform &pose, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags queryFlags, PxSceneQueryHit &hit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL, PxReal inflation=0.0f)
 Sweep returning any blocking hit, not necessarily the closest. More...
 
static bool sweepSingle (const PxScene &scene, const PxGeometry &geometry, const PxTransform &pose, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags, PxSweepHit &hit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL, PxReal inflation=0.0f)
 Sweep returning a single result. More...
 
static PxI32 sweepMultiple (const PxScene &scene, const PxGeometry &geometry, const PxTransform &pose, const PxVec3 &unitDir, const PxReal distance, PxSceneQueryFlags outputFlags, PxSweepHit *hitBuffer, PxU32 hitBufferSize, bool &blockingHit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL, const PxSceneQueryCache *cache=NULL, PxReal inflation=0.0f)
 Sweep returning multiple results. More...
 
static PxI32 overlapMultiple (const PxScene &scene, const PxGeometry &geometry, const PxTransform &pose, PxOverlapHit *hitBuffer, PxU32 hitBufferSize, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL)
 Test overlap between a geometry and objects in the scene. More...
 
static bool overlapAny (const PxScene &scene, const PxGeometry &geometry, const PxTransform &pose, PxOverlapHit &hit, const PxSceneQueryFilterData &filterData=PxSceneQueryFilterData(), PxSceneQueryFilterCallback *filterCall=NULL)
 Test returning, for a given geometry, any overlapping object in the scene. More...
 

Detailed Description

utility functions for use with PxScene, related to scene queries.

Some of these functions have been deprecated (removed) in PhysX 3.4. We re-implement them here for easy migration from 3.3 to 3.4.

See also
PxShape

Member Function Documentation

◆ overlapAny()

static bool PxSceneQueryExt::overlapAny ( const PxScene scene,
const PxGeometry geometry,
const PxTransform pose,
PxOverlapHit hit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL 
)
static

Test returning, for a given geometry, any overlapping object in the scene.

Note
Filtering: Overlap tests do not distinguish between touching and blocking hit types. Both trigger a hit.
PxHitFlag::eMESH_MULTIPLE and PxHitFlag::eMESH_BOTH_SIDES have no effect in this case
Parameters
[in]sceneThe scene
[in]geometryGeometry of object to check for overlap (supported types are: box, sphere, capsule, convex).
[in]posePose of the object.
[out]hitPointer to store the overlapping object to.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to overlap.
Returns
True if an overlap was found.
See also
PxSceneQueryFlags PxSceneQueryFilterData PxSceneQueryFilterCallback

◆ overlapMultiple()

static PxI32 PxSceneQueryExt::overlapMultiple ( const PxScene scene,
const PxGeometry geometry,
const PxTransform pose,
PxOverlapHit hitBuffer,
PxU32  hitBufferSize,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL 
)
static

Test overlap between a geometry and objects in the scene.

Note
Filtering: Overlap tests do not distinguish between touching and blocking hit types. Both get written to the hit buffer.
PxHitFlag::eMESH_MULTIPLE and PxHitFlag::eMESH_BOTH_SIDES have no effect in this case
Parameters
[in]sceneThe scene
[in]geometryGeometry of object to check for overlap (supported types are: box, sphere, capsule, convex).
[in]posePose of the object.
[out]hitBufferBuffer to store the overlapping objects to. If the buffer overflows, an arbitrary subset of overlapping objects is stored (typically the query should be restarted with a larger buffer).
[in]hitBufferSizeSize of the hit buffer.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to overlap.
Returns
Number of hits in the buffer, or -1 if the buffer overflowed.
See also
PxSceneQueryFlags PxSceneQueryFilterData PxSceneQueryFilterCallback

◆ raycastAny()

static bool PxSceneQueryExt::raycastAny ( const PxScene scene,
const PxVec3 origin,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryHit hit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL 
)
static

Raycast returning any blocking hit, not necessarily the closest.

Returns whether any rigid actor is hit along the ray.

Note
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]sceneThe scene
[in]originOrigin of the ray.
[in]unitDirNormalized direction of the ray.
[in]distanceLength of the ray. Needs to be larger than 0.
[out]hitRaycast hit information.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.
[in]cacheCached 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
Returns
True if a blocking hit was found.
See also
PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache PxSceneQueryHit

◆ raycastMultiple()

static PxI32 PxSceneQueryExt::raycastMultiple ( const PxScene scene,
const PxVec3 origin,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags,
PxRaycastHit hitBuffer,
PxU32  hitBufferSize,
bool &  blockingHit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL 
)
static

Raycast returning multiple results.

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

Note
Touching hits are not ordered.
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]sceneThe scene
[in]originOrigin of the ray.
[in]unitDirNormalized direction of the ray.
[in]distanceLength of the ray. Needs to be larger than 0.
[in]outputFlagsSpecifies which properties should be written to the hit information
[out]hitBufferRaycast hit information buffer. If the buffer overflows, the blocking hit is returned as the last entry together with an arbitrary subset of the nearer touching hits (typically the query should be restarted with a larger buffer).
[in]hitBufferSizeSize of the hit buffer.
[out]blockingHitTrue if a blocking hit was found. If found, it is the last in the buffer, preceded by any touching hits which are closer. Otherwise the touching hits are listed.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be touching.
[in]cacheCached 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
Returns
Number of hits in the buffer, or -1 if the buffer overflowed.
See also
PxSceneQueryFlags PxRaycastHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

◆ raycastSingle()

static bool PxSceneQueryExt::raycastSingle ( const PxScene scene,
const PxVec3 origin,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags,
PxRaycastHit hit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL 
)
static

Raycast 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
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]sceneThe scene
[in]originOrigin of the ray.
[in]unitDirNormalized direction of the ray.
[in]distanceLength of the ray. Needs to be larger than 0.
[in]outputFlagsSpecifies which properties should be written to the hit information
[out]hitRaycast hit information.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.
[in]cacheCached 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
Returns
True if a blocking hit was found.
See also
PxSceneQueryFlags PxRaycastHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

◆ sweepAny()

static bool PxSceneQueryExt::sweepAny ( const PxScene scene,
const PxGeometry geometry,
const PxTransform pose,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  queryFlags,
PxSceneQueryHit hit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL,
PxReal  inflation = 0.0f 
)
static

Sweep returning any blocking hit, not necessarily the closest.

Returns whether any rigid actor is hit along the sweep path.

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]sceneThe scene
[in]geometryGeometry of object to sweep (supported types are: box, sphere, capsule, convex).
[in]posePose of the sweep object.
[in]unitDirNormalized direction of the sweep.
[in]distanceSweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in]queryFlagsCombination of PxSceneQueryFlag defining the query behavior
[out]hitSweep hit information.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.
[in]cacheCached hit shape (optional). Sweep is performed against cached shape first. If no hit is found the sweep 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
[in]inflationThis parameter creates a skin around the swept geometry which increases its extents for sweeping. The sweep will register a hit as soon as the skin touches a shape, and will return the corresponding distance and normal.
Returns
True if a blocking hit was found.
See also
PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryHit PxSceneQueryCache

◆ sweepMultiple()

static PxI32 PxSceneQueryExt::sweepMultiple ( const PxScene scene,
const PxGeometry geometry,
const PxTransform pose,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags,
PxSweepHit hitBuffer,
PxU32  hitBufferSize,
bool &  blockingHit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL,
PxReal  inflation = 0.0f 
)
static

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]sceneThe scene
[in]geometryGeometry of object to sweep (supported types are: box, sphere, capsule, convex).
[in]posePose of the sweep object.
[in]unitDirNormalized direction of the sweep.
[in]distanceSweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in]outputFlagsSpecifies which properties should be written to the hit information.
[out]hitBufferSweep hit information buffer. If the buffer overflows, the blocking hit is returned as the last entry together with an arbitrary subset of the nearer touching hits (typically the query should be restarted with a larger buffer).
[in]hitBufferSizeSize of the hit buffer.
[out]blockingHitTrue if a blocking hit was found. If found, it is the last in the buffer, preceded by any touching hits which are closer. Otherwise the touching hits are listed.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be touching.
[in]cacheCached hit shape (optional). Sweep is performed 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
[in]inflationThis parameter creates a skin around the swept geometry which increases its extents for sweeping. The sweep will register a hit as soon as the skin touches a shape, and will return the corresponding distance and normal.
Returns
Number of hits in the buffer, or -1 if the buffer overflowed.
See also
PxSceneQueryFlags PxSweepHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

◆ sweepSingle()

static bool PxSceneQueryExt::sweepSingle ( const PxScene scene,
const PxGeometry geometry,
const PxTransform pose,
const PxVec3 unitDir,
const PxReal  distance,
PxSceneQueryFlags  outputFlags,
PxSweepHit hit,
const PxSceneQueryFilterData filterData = PxSceneQueryFilterData(),
PxSceneQueryFilterCallback filterCall = NULL,
const PxSceneQueryCache cache = NULL,
PxReal  inflation = 0.0f 
)
static

Sweep 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]sceneThe scene
[in]geometryGeometry of object to sweep (supported types are: box, sphere, capsule, convex).
[in]posePose of the sweep object.
[in]unitDirNormalized direction of the sweep.
[in]distanceSweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.
[in]outputFlagsSpecifies which properties should be written to the hit information.
[out]hitSweep hit information.
[in]filterDataFiltering data and simple logic.
[in]filterCallCustom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.
[in]cacheCached hit shape (optional). Sweep is performed 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. Note: Using past touching hits as cache will produce incorrect behavior since the cached hit will always be treated as blocking.
[in]inflationThis parameter creates a skin around the swept geometry which increases its extents for sweeping. The sweep will register a hit as soon as the skin touches a shape, and will return the corresponding distance and normal.
Returns
True if a blocking hit was found.
See also
PxSceneQueryFlags PxSweepHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

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