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    Jolt Physics
    
   A multi core friendly Game Physics Engine 
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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.  More... | |
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?)  More... | |
| EBackFaceMode | mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces | 
| How backfacing convex objects should be treated (should we report back facing hits for convex shapes?)  More... | |
| 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.  More... | |
Settings to be passed with a ray cast.
      
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Set the backfacing mode for all shapes.
| EBackFaceMode RayCastSettings::mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces | 
How backfacing convex objects should be treated (should we report back facing hits for convex shapes?)
| 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?)
| 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.