#include <VehicleSceneQuery.h>
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static VehicleSceneQueryData * | allocate (const uint32_t maxNumVehicles, const uint32_t maxNumWheelsPerVehicle, const uint32_t maxNumHitPointsPerWheel, const uint32_t numVehiclesInBatch, physx::PxBatchQueryPreFilterShader preFilterShader, physx::PxBatchQueryPostFilterShader postFilterShader, physx::PxAllocatorCallback &allocator) |
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static physx::PxBatchQuery * | setUpBatchedSceneQuery (const uint32_t batchId, const VehicleSceneQueryData &vehicleSceneQueryData, physx::PxScene *scene) |
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◆ VehicleSceneQueryData()
physics::vehicle::VehicleSceneQueryData::VehicleSceneQueryData |
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◆ ~VehicleSceneQueryData()
physics::vehicle::VehicleSceneQueryData::~VehicleSceneQueryData |
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◆ allocate()
VehicleSceneQueryData * physics::vehicle::VehicleSceneQueryData::allocate |
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const uint32_t |
maxNumVehicles, |
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const uint32_t |
maxNumWheelsPerVehicle, |
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const uint32_t |
maxNumHitPointsPerWheel, |
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const uint32_t |
numVehiclesInBatch, |
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physx::PxBatchQueryPreFilterShader |
preFilterShader, |
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physx::PxBatchQueryPostFilterShader |
postFilterShader, |
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physx::PxAllocatorCallback & |
allocator |
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Need to make use of the fmemory
◆ free()
void physics::vehicle::VehicleSceneQueryData::free |
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physx::PxAllocatorCallback & |
allocator | ) |
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◆ getQueryResultBufferSize()
uint32_t physics::vehicle::VehicleSceneQueryData::getQueryResultBufferSize |
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◆ getRaycastQueryResultBuffer()
physx::PxRaycastQueryResult * physics::vehicle::VehicleSceneQueryData::getRaycastQueryResultBuffer |
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const uint32_t |
batchId | ) |
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◆ getSweepQueryResultBuffer()
physx::PxSweepQueryResult * physics::vehicle::VehicleSceneQueryData::getSweepQueryResultBuffer |
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const uint32_t |
batchId | ) |
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◆ setUpBatchedSceneQuery()
physx::PxBatchQuery * physics::vehicle::VehicleSceneQueryData::setUpBatchedSceneQuery |
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const uint32_t |
batchId, |
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const VehicleSceneQueryData & |
vehicleSceneQueryData, |
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physx::PxScene * |
scene |
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The documentation for this class was generated from the following files: