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hub / github.com/NVIDIAGameWorks/PhysX / raycast

Method raycast

physx/source/scenequery/src/SqAABBPruner.cpp:343–356  ·  view source on GitHub ↗

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341}
342
343PxAgain AABBPruner::raycast(const PxVec3& origin, const PxVec3& unitDir, PxReal& inOutDistance, PrunerCallback& pcb) const
344{
345 PX_ASSERT(!mUncommittedChanges);
346
347 PxAgain again = true;
348
349 if(mAABBTree)
350 again = AABBTreeRaycast<false, AABBTree, AABBTreeRuntimeNode, PrunerPayload, PrunerCallback>()(mPool.getObjects(), mPool.getCurrentWorldBoxes(), *mAABBTree, origin, unitDir, inOutDistance, PxVec3(0.0f), pcb);
351
352 if(again && mIncrementalRebuild && mBucketPruner.getNbObjects())
353 again = mBucketPruner.raycast(origin, unitDir, inOutDistance, pcb);
354
355 return again;
356}
357
358///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
359/**

Callers

nothing calls this directly

Calls 4

getCurrentWorldBoxesMethod · 0.80
PxVec3Class · 0.50
getObjectsMethod · 0.45
getNbObjectsMethod · 0.45

Tested by

no test coverage detected