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@@ -49,15 +49,15 @@ struct Actor;
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struct Raycast
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{
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/// Constructor
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- Raycast(PxScene* scene, EventStream& events, const char* callback, SceneQueryMode::Enum mode, CollisionType::Enum filter);
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+ Raycast(PxScene* scene, EventStream& events, const char* callback, CollisionMode::Enum mode, CollisionType::Enum filter);
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/// Performs a raycast against objects in the scene. The ray is casted from position @a from, has direction @a dir and is long @a length
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/// If any actor is hit along the ray, @a EventStream is filled according to @a mode previously specified and callback will be called for processing.
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- /// @a SceneQueryMode::ANY: the callback is called with just true or false depending on whether the ray hit anything or not.
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- /// @a SceneQueryMode::CLOSEST: the first argument will tell if there was a hit or not, as before.
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+ /// @a CollisionMode::ANY: the callback is called with just true or false depending on whether the ray hit anything or not.
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+ /// @a CollisionMode::CLOSEST: the first argument will tell if there was a hit or not, as before.
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/// If there was a hit, the callback will also be called with the position of the hit, the distance from the origin, the normal of the surface that
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/// was hit and the actor that was hit.
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- /// @a SceneQueryMode::ALL: as @a SceneQueryMode::CLOSEST, with more tuples
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+ /// @a CollisionMode::ALL: as @a CollisionMode::CLOSEST, with more tuples
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void cast(const Vector3& from, const Vector3& dir, const float length);
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Actor* sync_cast(const Vector3& from, const Vector3& dir, const float length);
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@@ -72,7 +72,7 @@ private:
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EventStream& m_events;
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const char* m_callback;
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- SceneQueryMode::Enum m_mode;
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+ CollisionMode::Enum m_mode;
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CollisionType::Enum m_filter;
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};
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