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PhysX4.1/physx/documentation/PhysXAPI/files/group__scenequery.html
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<a href="#nested-classes">Classes</a> &#124;
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<div class="title">Scenequery</div> </div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQuery.html">PxBatchQuery</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Batched queries object. This is used to perform several queries at the same time. <a href="classPxBatchQuery.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxQueryFlag.html">PxQueryFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Filtering flags for scene queries. <a href="structPxQueryFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxQueryHitType.html">PxQueryHitType</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Classification of scene query hits (intersections). <a href="structPxQueryHitType.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxQueryFilterData.html">PxQueryFilterData</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query filtering data. <a href="structPxQueryFilterData.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxQueryFilterCallback.html">PxQueryFilterCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query filtering callbacks. <a href="classPxQueryFilterCallback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitFlag.html">PxHitFlag</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query and geometry query behavior flags. <a href="structPxHitFlag.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxActorShape.html">PxActorShape</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">collection of set bits defined in <a class="el" href="structPxHitFlag.html" title="Scene query and geometry query behavior flags. ">PxHitFlag</a>. <a href="structPxActorShape.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxQueryHit.html">PxQueryHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query hit information. <a href="structPxQueryHit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxLocationHit.html">PxLocationHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Scene query hit information for raycasts and sweeps returning hit position and normal information. <a href="structPxLocationHit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRaycastHit.html">PxRaycastHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stores results of raycast queries. <a href="structPxRaycastHit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxOverlapHit.html">PxOverlapHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stores results of overlap queries. <a href="structPxOverlapHit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSweepHit.html">PxSweepHit</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stores results of sweep queries. <a href="structPxSweepHit.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitCallback.html">PxHitCallback&lt; HitType &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This callback class facilitates reporting scene query hits (intersections) to the user. <a href="structPxHitCallback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxHitBuffer.html">PxHitBuffer&lt; HitType &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns scene query hits (intersections) to the user in a preallocated buffer. <a href="structPxHitBuffer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxRaycastBufferN.html">PxRaycastBufferN&lt; N &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns touching raycast hits to the user in a fixed size array embedded in the buffer class. <a href="structPxRaycastBufferN.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxOverlapBufferN.html">PxOverlapBufferN&lt; N &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns touching overlap hits to the user in a fixed size array embedded in the buffer class. <a href="structPxOverlapBufferN.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxSweepBufferN.html">PxSweepBufferN&lt; N &gt;</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns touching sweep hits to the user in a fixed size array embedded in the buffer class. <a href="structPxSweepBufferN.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="typedef-members"></a>
Typedefs</h2></td></tr>
<tr class="memitem:gaacf083b040f6c841644782282171bd61"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt; <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431f">PxQueryFlag::Enum</a>, PxU16 &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gaacf083b040f6c841644782282171bd61">PxQueryFlags</a></td></tr>
<tr class="memdesc:gaacf083b040f6c841644782282171bd61"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags typedef for the set of bits defined in <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a>. <a href="#gaacf083b040f6c841644782282171bd61">More...</a><br /></td></tr>
<tr class="separator:gaacf083b040f6c841644782282171bd61"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab2564436bacfef3130eb9f0c9070656e"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3">PxQueryHitType::Enum</a>(*&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e">PxBatchQueryPreFilterShader</a>) (<a class="el" href="structPxFilterData.html">PxFilterData</a> queryFilterData, <a class="el" href="structPxFilterData.html">PxFilterData</a> objectFilterData, const void *constantBlock, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> constantBlockSize, PxHitFlags &amp;hitFlags)</td></tr>
<tr class="memdesc:gab2564436bacfef3130eb9f0c9070656e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Batched query pre-filter shader. <a href="#gab2564436bacfef3130eb9f0c9070656e">More...</a><br /></td></tr>
<tr class="separator:gab2564436bacfef3130eb9f0c9070656e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga8cbf76701572506b8120b8e54ac319c7"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3">PxQueryHitType::Enum</a>(*&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7">PxBatchQueryPostFilterShader</a>) (<a class="el" href="structPxFilterData.html">PxFilterData</a> queryFilterData, <a class="el" href="structPxFilterData.html">PxFilterData</a> objectFilterData, const void *constantBlock, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> constantBlockSize, const <a class="el" href="structPxQueryHit.html">PxQueryHit</a> &amp;hit)</td></tr>
<tr class="memdesc:ga8cbf76701572506b8120b8e54ac319c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Batched query post-filter shader. <a href="#ga8cbf76701572506b8120b8e54ac319c7">More...</a><br /></td></tr>
<tr class="separator:ga8cbf76701572506b8120b8e54ac319c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4d0184965c0a910f5c96cb69c0690f5c"><td class="memItemLeft" align="right" valign="top">typedef bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga4d0184965c0a910f5c96cb69c0690f5c">PxAgain</a></td></tr>
<tr class="memdesc:ga4d0184965c0a910f5c96cb69c0690f5c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes query behavior after returning a partial query result via a callback. <a href="#ga4d0184965c0a910f5c96cb69c0690f5c">More...</a><br /></td></tr>
<tr class="separator:ga4d0184965c0a910f5c96cb69c0690f5c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4dbe8142d799492bd8e7c5ec70bfac41"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt; <a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga4dbe8142d799492bd8e7c5ec70bfac41">PxRaycastCallback</a></td></tr>
<tr class="memdesc:ga4dbe8142d799492bd8e7c5ec70bfac41"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast query callback. <a href="#ga4dbe8142d799492bd8e7c5ec70bfac41">More...</a><br /></td></tr>
<tr class="separator:ga4dbe8142d799492bd8e7c5ec70bfac41"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga9baa3a8cad31bbb8ef666fe01b3afeb7"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt; <a class="el" href="structPxOverlapHit.html">PxOverlapHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga9baa3a8cad31bbb8ef666fe01b3afeb7">PxOverlapCallback</a></td></tr>
<tr class="memdesc:ga9baa3a8cad31bbb8ef666fe01b3afeb7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Overlap query callback. <a href="#ga9baa3a8cad31bbb8ef666fe01b3afeb7">More...</a><br /></td></tr>
<tr class="separator:ga9baa3a8cad31bbb8ef666fe01b3afeb7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga6f93f556cef747d50f643499928dd865"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt; <a class="el" href="structPxSweepHit.html">PxSweepHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga6f93f556cef747d50f643499928dd865">PxSweepCallback</a></td></tr>
<tr class="memdesc:ga6f93f556cef747d50f643499928dd865"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sweep query callback. <a href="#ga6f93f556cef747d50f643499928dd865">More...</a><br /></td></tr>
<tr class="separator:ga6f93f556cef747d50f643499928dd865"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab21a68ce9e5a18aa742111920b75a84c"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxRaycastHit.html">PxRaycastHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gab21a68ce9e5a18aa742111920b75a84c">PxRaycastBuffer</a></td></tr>
<tr class="memdesc:gab21a68ce9e5a18aa742111920b75a84c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast query buffer. <a href="#gab21a68ce9e5a18aa742111920b75a84c">More...</a><br /></td></tr>
<tr class="separator:gab21a68ce9e5a18aa742111920b75a84c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga54a708942a891f3321c2427d5c160750"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxOverlapHit.html">PxOverlapHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga54a708942a891f3321c2427d5c160750">PxOverlapBuffer</a></td></tr>
<tr class="memdesc:ga54a708942a891f3321c2427d5c160750"><td class="mdescLeft">&#160;</td><td class="mdescRight">Overlap query buffer. <a href="#ga54a708942a891f3321c2427d5c160750">More...</a><br /></td></tr>
<tr class="separator:ga54a708942a891f3321c2427d5c160750"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaecfed2b83a930b922b3d95e22ff30665"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt; <a class="el" href="structPxSweepHit.html">PxSweepHit</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#gaecfed2b83a930b922b3d95e22ff30665">PxSweepBuffer</a></td></tr>
<tr class="memdesc:gaecfed2b83a930b922b3d95e22ff30665"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sweep query buffer. <a href="#gaecfed2b83a930b922b3d95e22ff30665">More...</a><br /></td></tr>
<tr class="separator:gaecfed2b83a930b922b3d95e22ff30665"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:ga037fc04d69de2f4067656836ab9d7298"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__scenequery.html#ga037fc04d69de2f4067656836ab9d7298">PX_COMPILE_TIME_ASSERT</a> (<a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa10955fa95034c8684b1dc419e18e0b6d">PxQueryFlag::eSTATIC</a>==(1&lt;&lt; 0))</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<h2 class="groupheader">Typedef Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4d0184965c0a910f5c96cb69c0690f5c">&#9670;&nbsp;</a></span>PxAgain</h2>
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<td class="memname">typedef bool <a class="el" href="group__scenequery.html#ga4d0184965c0a910f5c96cb69c0690f5c">PxAgain</a></td>
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<p>Describes query behavior after returning a partial query result via a callback. </p>
<p>If callback returns true, traversal will continue and callback can be issued again. If callback returns false, traversal will stop, callback will not be issued again.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxHitCallback.html" title="This callback class facilitates reporting scene query hits (intersections) to the user...">PxHitCallback</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga8cbf76701572506b8120b8e54ac319c7">&#9670;&nbsp;</a></span>PxBatchQueryPostFilterShader</h2>
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<td class="memname">typedef <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3">PxQueryHitType::Enum</a>(* PxBatchQueryPostFilterShader) (<a class="el" href="structPxFilterData.html">PxFilterData</a> queryFilterData, <a class="el" href="structPxFilterData.html">PxFilterData</a> objectFilterData, const void *constantBlock, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> constantBlockSize, const <a class="el" href="structPxQueryHit.html">PxQueryHit</a> &amp;hit)</td>
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<p>Batched query post-filter shader. </p>
<p>Custom filtering logic for batched query intersection candidates. If an intersection candidate object passes the data based filter (see <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a>), the filtering shader run on request (see <a class="el" href="structPxQueryFilterData.html#a02180ad928beb2e5d3d5caf4cc84f387" title="Filter flags (see PxQueryFlags) ">PxQueryFilterData.flags</a>)</p>
<ul>
<li>If <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa98ce80be9551f124bd882bdb83dafb7e" title="Run the post-intersection-test filter (see PxQueryFilterCallback::postFilter()) ">PxQueryFlag::ePOSTFILTER</a> is set, the postFilter shader is called for each intersection to determine the touch/block status. This overrides any touch/block status previously returned from the preFilter function for this shape.</li>
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<p>Filtering shaders are not in order along the query direction, rather they are processed in the order in which candidate shapes for testing are found by PhysX' scene traversal algorithms.</p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000010">Deprecated:</a></b></dt><dd>The batched query feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQueryDesc.html#a1eae24bb23c561c4a656d7234d9d2e5e" title="The custom postFilter shader to use for filtering. ">PxBatchQueryDesc.postFilterShader</a> <a class="el" href="classPxQueryFilterCallback.html#aa93cf87c4ec4548afc8cc5476c719781" title="This filter callback is executed if the exact intersection test returned true and PxQueryFlag::ePOSTF...">PxQueryFilterCallback.postFilter</a> <a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> </dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">queryFilterData</td><td>Query filter data </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">objectFilterData</td><td>Object filter data </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">constantBlock</td><td>Global constant filter data (see <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">constantBlockSize</td><td>Size of global filter data (see <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">hit</td><td>Hit data from the prior exact intersection test. </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>the new hit type for this hit (see <a class="el" href="structPxQueryHitType.html" title="Classification of scene query hits (intersections). ">PxQueryHitType</a>)</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#gab2564436bacfef3130eb9f0c9070656e">&#9670;&nbsp;</a></span>PxBatchQueryPreFilterShader</h2>
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<td class="memname">typedef <a class="el" href="group__foundation.html#gafd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3">PxQueryHitType::Enum</a>(* PxBatchQueryPreFilterShader) (<a class="el" href="structPxFilterData.html">PxFilterData</a> queryFilterData, <a class="el" href="structPxFilterData.html">PxFilterData</a> objectFilterData, const void *constantBlock, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> constantBlockSize, PxHitFlags &amp;hitFlags)</td>
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<p>Batched query pre-filter shader. </p>
<p>Custom filtering logic for batched query intersection candidates. If an intersection candidate object passes the data based filter (see <a class="el" href="structPxQueryFilterData.html" title="Scene query filtering data. ">PxQueryFilterData</a>), filtering shader runs if specified in filtering flags (see <a class="el" href="structPxQueryFilterData.html#a02180ad928beb2e5d3d5caf4cc84f387" title="Filter flags (see PxQueryFlags) ">PxQueryFilterData.flags</a>)</p>
<ul>
<li>If <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa8afbf3ede02abfeef2a9e8d38f0b9a78" title="Run the pre-intersection-test filter (see PxQueryFilterCallback::preFilter()) ">PxQueryFlag::ePREFILTER</a> is set, the preFilter shader runs before exact intersection tests. If the shader returns <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3aac7ebce08c20ff88ea4328035daa2498" title="a hit on the shape touches the intersection geometry of the query but does not block it ...">PxQueryHitType::eTOUCH</a> or <a class="el" href="structPxQueryHitType.html#acab1ef408184995d169330ed689b79e3a60dc59a348d85c101747ed45d9b20750" title="a hit on the shape blocks the query (does not block overlap queries) ">PxQueryHitType::eBLOCK</a>, exact testing is performed to determine the intersection location.</li>
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<p>The preFilter shader may overwrite the copy of queryFlags it receives as an argument to specify any of <a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64a96f3049caa29758b18308a37e97370f1" title="Only this subset of flags can be modified by pre-filter. Other modifications will be discarded...">PxHitFlag::eMODIFIABLE_FLAGS</a> on a per-shape basis. Changes apply only to the shape being filtered, and changes to other flags are ignored.</p>
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<li>If <a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa8afbf3ede02abfeef2a9e8d38f0b9a78" title="Run the pre-intersection-test filter (see PxQueryFilterCallback::preFilter()) ">PxQueryFlag::ePREFILTER</a> is not set, precise intersection testing is performed using the original query's filterData.flags.</li>
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<p>Filtering calls are not guaranteed to be sorted along the ray or sweep direction.</p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000009">Deprecated:</a></b></dt><dd>The batched query feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQueryDesc.html#af116e4058958b7c747dfd008317764ba" title="The custom preFilter shader to use for filtering. ">PxBatchQueryDesc.preFilterShader</a> <a class="el" href="classPxQueryFilterCallback.html#a227beae6749182b04ae18728c1aecd26" title="This filter callback is executed before the exact intersection test if PxQueryFlag::ePREFILTER flag w...">PxQueryFilterCallback.preFilter</a> <a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramdir">[in]</td><td class="paramname">queryFilterData</td><td>Query filter data </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">objectFilterData</td><td>Object filter data </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">constantBlock</td><td>Global constant filter data (see <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">constantBlockSize</td><td>Size of global filter data (see <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>) </td></tr>
<tr><td class="paramdir">[in,out]</td><td class="paramname">hitFlags</td><td>Per-object modifiable hit flags (only flags from <a class="el" href="structPxHitFlag.html#a44c173f6ddf0522ffbd8fa3c585e6b64a96f3049caa29758b18308a37e97370f1" title="Only this subset of flags can be modified by pre-filter. Other modifications will be discarded...">PxHitFlag::eMODIFIABLE_FLAGS</a> mask can be modified) </td></tr>
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<dl class="section return"><dt>Returns</dt><dd>the updated hit type for this hit (see <a class="el" href="structPxQueryHitType.html" title="Classification of scene query hits (intersections). ">PxQueryHitType</a>)</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ga54a708942a891f3321c2427d5c160750">&#9670;&nbsp;</a></span>PxOverlapBuffer</h2>
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<td class="memname">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt;<a class="el" href="structPxOverlapHit.html">PxOverlapHit</a>&gt; <a class="el" href="group__scenequery.html#ga54a708942a891f3321c2427d5c160750">PxOverlapBuffer</a></td>
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<p>Overlap query buffer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga9baa3a8cad31bbb8ef666fe01b3afeb7">&#9670;&nbsp;</a></span>PxOverlapCallback</h2>
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<td class="memname">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt;<a class="el" href="structPxOverlapHit.html">PxOverlapHit</a>&gt; <a class="el" href="group__scenequery.html#ga9baa3a8cad31bbb8ef666fe01b3afeb7">PxOverlapCallback</a></td>
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<p>Overlap query callback. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gaacf083b040f6c841644782282171bd61">&#9670;&nbsp;</a></span>PxQueryFlags</h2>
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<td class="memname">typedef <a class="el" href="classPxFlags.html">PxFlags</a>&lt;<a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431f">PxQueryFlag::Enum</a>,PxU16&gt; <a class="el" href="group__scenequery.html#gaacf083b040f6c841644782282171bd61">PxQueryFlags</a></td>
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<p>Flags typedef for the set of bits defined in <a class="el" href="structPxQueryFlag.html" title="Filtering flags for scene queries. ">PxQueryFlag</a>. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gab21a68ce9e5a18aa742111920b75a84c">&#9670;&nbsp;</a></span>PxRaycastBuffer</h2>
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<td class="memname">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt;<a class="el" href="structPxRaycastHit.html">PxRaycastHit</a>&gt; <a class="el" href="group__scenequery.html#gab21a68ce9e5a18aa742111920b75a84c">PxRaycastBuffer</a></td>
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<p>Raycast query buffer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga4dbe8142d799492bd8e7c5ec70bfac41">&#9670;&nbsp;</a></span>PxRaycastCallback</h2>
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<td class="memname">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt;<a class="el" href="structPxRaycastHit.html">PxRaycastHit</a>&gt; <a class="el" href="group__scenequery.html#ga4dbe8142d799492bd8e7c5ec70bfac41">PxRaycastCallback</a></td>
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<p>Raycast query callback. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#gaecfed2b83a930b922b3d95e22ff30665">&#9670;&nbsp;</a></span>PxSweepBuffer</h2>
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<td class="memname">typedef <a class="el" href="structPxHitBuffer.html">PxHitBuffer</a>&lt;<a class="el" href="structPxSweepHit.html">PxSweepHit</a>&gt; <a class="el" href="group__scenequery.html#gaecfed2b83a930b922b3d95e22ff30665">PxSweepBuffer</a></td>
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<p>Sweep query buffer. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ga6f93f556cef747d50f643499928dd865">&#9670;&nbsp;</a></span>PxSweepCallback</h2>
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<td class="memname">typedef <a class="el" href="structPxHitCallback.html">PxHitCallback</a>&lt;<a class="el" href="structPxSweepHit.html">PxSweepHit</a>&gt; <a class="el" href="group__scenequery.html#ga6f93f556cef747d50f643499928dd865">PxSweepCallback</a></td>
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<p>Sweep query callback. </p>
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<h2 class="groupheader">Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ga037fc04d69de2f4067656836ab9d7298">&#9670;&nbsp;</a></span>PX_COMPILE_TIME_ASSERT() <span class="overload">[1/2]</span></h2>
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<td class="memname">PX_COMPILE_TIME_ASSERT </td>
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<td class="paramtype"><a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa10955fa95034c8684b1dc419e18e0b6d">PxQueryFlag::eSTATIC</a>&#160;</td>
<td class="paramname"> = <code>=(1&lt;&lt;&#160;0)</code></td><td>)</td>
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<a id="gaa231e804efb78bc7d3405c9e4bd31502"></a>
<h2 class="memtitle"><span class="permalink"><a href="#gaa231e804efb78bc7d3405c9e4bd31502">&#9670;&nbsp;</a></span>PX_COMPILE_TIME_ASSERT() <span class="overload">[2/2]</span></h2>
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<td class="memname">PX_COMPILE_TIME_ASSERT </td>
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<td class="paramtype"><a class="el" href="structPxQueryFlag.html#a2124ff0cff0a021e01e6880a1bba431fa44cd479324c9f547f8ca9ecc9f2b17be">PxQueryFlag::eDYNAMIC</a>&#160;</td>
<td class="paramname"> = <code>=(1&lt;&lt;&#160;1)</code></td><td>)</td>
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