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hub / github.com/NVIDIAGameWorks/PhysX / doRaycastCCD

Method doRaycastCCD

physx/source/physxextensions/src/ExtRaycastCCD.cpp:269–285  ·  view source on GitHub ↗

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267}
268
269void RaycastCCDManagerInternal::doRaycastCCD(bool doDynamicDynamicCCD)
270{
271 const PxU32 nbObjects = mObjects.size();
272 for(PxU32 i=0;i<nbObjects;i++)
273 {
274 CCDObject& object = mObjects[i];
275
276 if(object.mActor->isSleeping())
277 continue;
278
279 PxTransform newPose = PxShapeExt::getGlobalPose(*object.mShape, *object.mActor);
280 PxVec3 newShapeCenter = getShapeCenter(object.mShape, newPose);
281
282 if(::doRaycastCCD(mScene, object, newPose, newShapeCenter, doDynamicDynamicCCD))
283 object.mWitness = newShapeCenter;
284 }
285}
286
287RaycastCCDManager::RaycastCCDManager(PxScene* scene)
288{

Callers 1

stepPhysicsFunction · 0.80

Calls 4

getShapeCenterFunction · 0.70
doRaycastCCDFunction · 0.70
sizeMethod · 0.45
isSleepingMethod · 0.45

Tested by

no test coverage detected