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All rights reserved. #include "extensions/PxSceneQueryExt.h" using namespace physx; bool PxSceneQueryExt::raycastAny( const PxScene& scene, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, PxSceneQueryHit& hit, const PxSceneQueryFilterData& filterData, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache) { PxSceneQueryFilterData fdAny = filterData; fdAny.flags |= PxQueryFlag::eANY_HIT; PxRaycastBuffer buf; scene.raycast(origin, unitDir, distance, buf, PxHitFlags(), fdAny, filterCall, cache); hit = buf.block; return buf.hasBlock; } bool PxSceneQueryExt::raycastSingle(const PxScene& scene, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, PxSceneQueryFlags outputFlags, PxRaycastHit& hit, const PxSceneQueryFilterData& filterData, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache) { PxRaycastBuffer buf; PxQueryFilterData fd1 = filterData; scene.raycast(origin, unitDir, distance, buf, outputFlags, fd1, filterCall, cache); hit = buf.block; return buf.hasBlock; } 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, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache) { PxRaycastBuffer buf(hitBuffer, hitBufferSize); PxQueryFilterData fd1 = filterData; scene.raycast(origin, unitDir, distance, buf, outputFlags, fd1, filterCall, cache); blockingHit = buf.hasBlock; if(blockingHit) { if(buf.nbTouches < hitBufferSize) { hitBuffer[buf.nbTouches] = buf.block; return PxI32(buf.nbTouches+1); } else // overflow, drop the last touch { hitBuffer[hitBufferSize-1] = buf.block; return -1; } } else // no block return PxI32(buf.nbTouches); } 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, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache, PxReal inflation) { PxSceneQueryFilterData fdAny = filterData; fdAny.flags |= PxQueryFlag::eANY_HIT; PxSweepBuffer buf; scene.sweep(geometry, pose, unitDir, distance, buf, queryFlags, fdAny, filterCall, cache, inflation); hit = buf.block; return buf.hasBlock; } 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, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache, PxReal inflation) { PxSweepBuffer buf; PxQueryFilterData fd1 = filterData; scene.sweep(geometry, pose, unitDir, distance, buf, outputFlags, fd1, filterCall, cache, inflation); hit = buf.block; return buf.hasBlock; } 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, PxSceneQueryFilterCallback* filterCall, const PxSceneQueryCache* cache, PxReal inflation) { PxQueryFilterData fd1 = filterData; PxSweepBuffer buf(hitBuffer, hitBufferSize); scene.sweep(geometry, pose, unitDir, distance, buf, outputFlags, fd1, filterCall, cache, inflation); blockingHit = buf.hasBlock; if(blockingHit) { if(buf.nbTouches < hitBufferSize) { hitBuffer[buf.nbTouches] = buf.block; return PxI32(buf.nbTouches+1); } else // overflow, drop the last touch { hitBuffer[hitBufferSize-1] = buf.block; return -1; } } else // no block return PxI32(buf.nbTouches); } PxI32 PxSceneQueryExt::overlapMultiple( const PxScene& scene, const PxGeometry& geometry, const PxTransform& pose, PxOverlapHit* hitBuffer, PxU32 hitBufferSize, const PxSceneQueryFilterData& filterData, PxSceneQueryFilterCallback* filterCall) { PxQueryFilterData fd1 = filterData; fd1.flags |= PxQueryFlag::eNO_BLOCK; PxOverlapBuffer buf(hitBuffer, hitBufferSize); scene.overlap(geometry, pose, buf, fd1, filterCall); if(buf.hasBlock) { if(buf.nbTouches < hitBufferSize) { hitBuffer[buf.nbTouches] = buf.block; return PxI32(buf.nbTouches+1); } else // overflow, drop the last touch { hitBuffer[hitBufferSize-1] = buf.block; return -1; } } else // no block return PxI32(buf.nbTouches); } bool PxSceneQueryExt::overlapAny( const PxScene& scene, const PxGeometry& geometry, const PxTransform& pose, PxOverlapHit& hit, const PxSceneQueryFilterData& filterData, PxSceneQueryFilterCallback* filterCall) { PxSceneQueryFilterData fdAny = filterData; fdAny.flags |= (PxQueryFlag::eANY_HIT | PxQueryFlag::eNO_BLOCK); PxOverlapBuffer buf; scene.overlap(geometry, pose, buf, fdAny, filterCall); hit = buf.block; return buf.hasBlock; }