PxRaycastHit Struct Reference
[Scenequery]

Stores results of raycast queries. More...

#include <PxQueryReport.h>

Inheritance diagram for PxRaycastHit:

Inheritance graph
PxLocationHitPxQueryHitPxActorShape
[legend]
Collaboration diagram for PxRaycastHit:

Collaboration graph
PxLocationHitPxQueryHitPxActorShapePxRigidActorPxActorPxBasePxShapePxFlags\< PxBaseFlag::Enum, PxU16 \>PxVec3
[legend]

List of all members.

Public Member Functions

PX_INLINE PxRaycastHit ()

Public Attributes

PxReal u
PxReal v
 barycentric coordinates of hit point, for triangle mesh and height field (flag: PxHitFlag::eUV)
PxU32 padTo16Bytes [3]


Detailed Description

Stores results of raycast queries.

PxHitFlag flags can be passed to raycast function, as an optimization, to cause the SDK to only compute specified members of this structure.

Some members like barycentric coordinates are currently only computed for triangle meshes and height fields, but next versions might provide them in other cases. The client code should check flags to make sure returned values are valid.

See also:
PxScene.raycast PxBatchQuery.raycast PxVolumeCache.raycast

Constructor & Destructor Documentation

PX_INLINE PxRaycastHit::PxRaycastHit (  )  [inline]


Member Data Documentation

barycentric coordinates of hit point, for triangle mesh and height field (flag: PxHitFlag::eUV)


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


Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com