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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inline |
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.