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hub / github.com/NVIDIAGameWorks/PhysX / CCDRaycast

Function CCDRaycast

physx/source/physxextensions/src/ExtRaycastCCD.cpp:183–194  ·  view source on GitHub ↗

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181};
182
183static bool CCDRaycast(PxScene* scene, PxRigidActor* actor, PxShape* shape, const PxVec3& origin, const PxVec3& unitDir, const PxReal distance, PxRaycastHit& hit, bool dyna_dyna)
184{
185 const PxQueryFlags qf(dyna_dyna ? PxQueryFlags(PxQueryFlag::eSTATIC|PxQueryFlag::eDYNAMIC|PxQueryFlag::ePREFILTER) : PxQueryFlags(PxQueryFlag::eSTATIC));
186 const PxQueryFilterData filterData(PxFilterData(), qf);
187
188 CCDRaycastFilterCallback CB(actor, shape);
189
190 PxRaycastBuffer buf1;
191 scene->raycast(origin, unitDir, distance, buf1, PxHitFlags(0), filterData, &CB);
192 hit = buf1.block;
193 return buf1.hasBlock;
194}
195
196static PxRigidDynamic* canDoCCD(PxRigidActor& actor, PxShape* /*shape*/)
197{

Callers 1

doRaycastCCDFunction · 0.70

Calls 2

PxFilterDataClass · 0.50
raycastMethod · 0.45

Tested by

no test coverage detected