Jolt Physics
A multi core friendly Game Physics Engine
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RayCastSettings Class Reference

Settings to be passed with a ray cast. More...

#include <RayCast.h>

Public Member Functions

JPH_OVERRIDE_NEW_DELETE void SetBackFaceMode (EBackFaceMode inMode)
 Set the backfacing mode for all shapes.
 

Public Attributes

EBackFaceMode mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces
 How backfacing triangles should be treated (should we report back facing hits for triangle based shapes, e.g. MeshShape/HeightFieldShape?)
 
EBackFaceMode mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces
 How backfacing convex objects should be treated (should we report back facing hits for convex shapes?)
 
bool mTreatConvexAsSolid = true
 If convex shapes should be treated as solid. When true, a ray starting inside a convex shape will generate a hit at fraction 0.
 

Detailed Description

Settings to be passed with a ray cast.

Member Function Documentation

◆ SetBackFaceMode()

JPH_OVERRIDE_NEW_DELETE void RayCastSettings::SetBackFaceMode ( EBackFaceMode  inMode)
inline

Set the backfacing mode for all shapes.

Member Data Documentation

◆ mBackFaceModeConvex

EBackFaceMode RayCastSettings::mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces

How backfacing convex objects should be treated (should we report back facing hits for convex shapes?)

◆ mBackFaceModeTriangles

EBackFaceMode RayCastSettings::mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces

How backfacing triangles should be treated (should we report back facing hits for triangle based shapes, e.g. MeshShape/HeightFieldShape?)

◆ mTreatConvexAsSolid

bool RayCastSettings::mTreatConvexAsSolid = true

If convex shapes should be treated as solid. When true, a ray starting inside a convex shape will generate a hit at fraction 0.


The documentation for this class was generated from the following file: