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Overplay the scene
Overplay the scene




overplay the scene

These results can be accessed via the hit input argument to the post-filtering callback (PxQueryFilterCallback::postFilter).

overplay the scene

To determine whether a hit should be discarded or not.

  • Post-filtering happens after the narrow phase test and can therefore use the results of the test (such as PxRaycastHit.position).
  • These tests are more expensive for triangle meshes, heightfields, convexes and most sweeps than raycastĪnd overlap tests involving only simple shapes (such as spheres, capsules and boxes.)
  • Pre-filtering happens before midphase and narrow phase and allows shapes to be efficiently discarded before the potentiallyĮxpensive exact collision test.
  • To implement custom filtering in queries, set the PxQueryFlag::ePREFILTER and/or PxQueryFlag::ePOSTFILTER flags and subclass PxQueryFilterCallback with the required filtering logic. Or overlap tests for sweep() and overlap() queries).
  • Narrow phase performs exact intersection tests (ray test for raycast() queries, and exact sweep shape tests.
  • midphase traverses the triangle mesh and heightfield internal culling structures, to find a smaller subset of the triangles.
  • Broad phase traverses the global scene spatial partitioning structure to find the candidates for mid and narrow phases.
  • Scene queries are performed in three phases: broad phase, midphase and narrow phase. PxQueryFlag::ePREFILTER, PxQueryFlag::ePOSTFILTER ¶ Before using query results check PxHitFlag::ePOSITION, eNORMAL, eDISTANCE, eUV flags first, as in some cases they are not set. Raycasts results include position, normal, hit distance, shape and actor, and a face index with UV coordinates for triangle meshes and heightfields. The distance for raycasts has to be in the [0, inf) range. hit.hadBlock is also set to true if there was a hit.

    Overplay the scene code#

    In this code snippet a PxRaycastBuffer object is used to receive results from the raycast query.Ī call to raycast() returns true if there was a hit. Raycast max distance PxRaycastBuffer hit // Raycast results // Raycast against all static & dynamic objects (no filtering) // The main result from this call is the closest hit, stored in the 'hit.block' structure bool status = scene -> raycast ( origin, unitDir, maxDistance, hit ) if ( status ) applyDamage ( hit. Normalized ray direction PxReal maxDistance =.






    Overplay the scene