PxSceneQueryExt

Defined in include/extensions/PxSceneQueryExt.h

class PxSceneQueryExt

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. We will not remove them for convenience.

Public Static 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.

Returns whether any rigid actor is hit along the ray.

See also

PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache PxSceneQueryHit

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
  • scene[in] The scene

  • origin[in] Origin of the ray.

  • unitDir[in] Normalized direction of the ray.

  • distance[in] Length of the ray. Needs to be larger than 0.

  • hit[out] Raycast hit information.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.

  • cache[in] Cached 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.

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.

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.

See also

PxSceneQueryFlags PxRaycastHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

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
  • scene[in] The scene

  • origin[in] Origin of the ray.

  • unitDir[in] Normalized direction of the ray.

  • distance[in] Length of the ray. Needs to be larger than 0.

  • outputFlags[in] Specifies which properties should be written to the hit information

  • hit[out] Raycast hit information.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.

  • cache[in] Cached 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.

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.

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

See also

PxSceneQueryFlags PxRaycastHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

Note

Touching hits are not ordered.

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
  • scene[in] The scene

  • origin[in] Origin of the ray.

  • unitDir[in] Normalized direction of the ray.

  • distance[in] Length of the ray. Needs to be larger than 0.

  • outputFlags[in] Specifies which properties should be written to the hit information

  • hitBuffer[out] Raycast 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).

  • hitBufferSize[in] Size of the hit buffer.

  • blockingHit[out] True 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.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be touching.

  • cache[in] Cached 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.

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.

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

See also

PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryHit PxSceneQueryCache

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
  • scene[in] The scene

  • geometry[in] Geometry of object to sweep (supported types are: box, sphere, capsule, convex).

  • pose[in] Pose of the sweep object.

  • unitDir[in] Normalized direction of the sweep.

  • distance[in] Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.

  • queryFlags[in] Combination of PxSceneQueryFlag defining the query behavior

  • hit[out] Sweep hit information.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.

  • cache[in] Cached 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.

  • inflation[in] This 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.

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.

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.

See also

PxSceneQueryFlags PxSweepHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

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
  • scene[in] The scene

  • geometry[in] Geometry of object to sweep (supported types are: box, sphere, capsule, convex).

  • pose[in] Pose of the sweep object.

  • unitDir[in] Normalized direction of the sweep.

  • distance[in] Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.

  • outputFlags[in] Specifies which properties should be written to the hit information.

  • hit[out] Sweep hit information.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be blocking.

  • cache[in] Cached 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.

  • inflation[in] This 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.

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.

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

See also

PxSceneQueryFlags PxSweepHit PxSceneQueryFilterData PxSceneQueryFilterCallback PxSceneQueryCache

Note

Touching hits are not ordered.

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
  • scene[in] The scene

  • geometry[in] Geometry of object to sweep (supported types are: box, sphere, capsule, convex).

  • pose[in] Pose of the sweep object.

  • unitDir[in] Normalized direction of the sweep.

  • distance[in] Sweep distance. Needs to be larger than 0. Will be clamped to PX_MAX_SWEEP_DISTANCE.

  • outputFlags[in] Specifies which properties should be written to the hit information.

  • hitBuffer[out] Sweep 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).

  • hitBufferSize[in] Size of the hit buffer.

  • blockingHit[out] True 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.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom filtering logic (optional). Only used if the corresponding PxHitFlag flags are set. If NULL, all hits are assumed to be touching.

  • cache[in] Cached 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.

  • inflation[in] This 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.

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.

See also

PxSceneQueryFlags PxSceneQueryFilterData PxSceneQueryFilterCallback

Note

Filtering: Overlap tests do not distinguish between touching and blocking hit types. Both get written to the hit buffer.

Note

PxHitFlag::eMESH_MULTIPLE and PxHitFlag::eMESH_BOTH_SIDES have no effect in this case

Parameters
  • scene[in] The scene

  • geometry[in] Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex).

  • pose[in] Pose of the object.

  • hitBuffer[out] Buffer 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).

  • hitBufferSize[in] Size of the hit buffer.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom 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.

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.

See also

PxSceneQueryFlags PxSceneQueryFilterData PxSceneQueryFilterCallback

Note

Filtering: Overlap tests do not distinguish between touching and blocking hit types. Both trigger a hit.

Note

PxHitFlag::eMESH_MULTIPLE and PxHitFlag::eMESH_BOTH_SIDES have no effect in this case

Parameters
  • scene[in] The scene

  • geometry[in] Geometry of object to check for overlap (supported types are: box, sphere, capsule, convex).

  • pose[in] Pose of the object.

  • hit[out] Pointer to store the overlapping object to.

  • filterData[in] Filtering data and simple logic.

  • filterCall[in] Custom 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.