| 138 | } |
| 139 | |
| 140 | bool RavEngine::PhysicsSolver::Raycast(const vector3& origin, const vector3& direction, decimalType maxDistance, RaycastHit& out_hit) |
| 141 | { |
| 142 | PxRaycastBuffer hit; |
| 143 | bool result = scene->raycast(PxVec3(origin.x, origin.y, origin.z), PxVec3(direction.x, direction.y, direction.z), maxDistance, hit); |
| 144 | |
| 145 | //construct hit result |
| 146 | out_hit = RaycastHit(hit); |
| 147 | return result; |
| 148 | } |
| 149 | |
| 150 | bool RavEngine::PhysicsSolver::BoxOverlap(const vector3& origin, const quaternion& r, const vector3& half_ext, OverlapHit& out_hit) |
| 151 | { |
nothing calls this directly
no test coverage detected