|
|
@@ -48,15 +48,15 @@ struct Vector3;
|
|
|
struct Raycast
|
|
|
{
|
|
|
/// Constructor
|
|
|
- Raycast(PxScene* scene, EventStream& events, const char* callback, RaycastMode::Enum mode, RaycastFilter::Enum filter);
|
|
|
+ Raycast(PxScene* scene, EventStream& events, const char* callback, SceneQueryMode::Enum mode, SceneQueryFilter::Enum filter);
|
|
|
|
|
|
/// 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
|
|
|
/// 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.
|
|
|
- /// @a RaycastMode::ANY: the callback is called with just true or false depending on whether the ray hit anything or not.
|
|
|
- /// @a RaycastMode::CLOSEST: the first argument will tell if there was a hit or not, as before.
|
|
|
+ /// @a SceneQueryMode::ANY: the callback is called with just true or false depending on whether the ray hit anything or not.
|
|
|
+ /// @a SceneQueryMode::CLOSEST: the first argument will tell if there was a hit or not, as before.
|
|
|
/// 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
|
|
|
/// was hit and the actor that was hit.
|
|
|
- /// @a RaycastMode::ALL: as @a RaycastMode::CLOSEST, with more tuples
|
|
|
+ /// @a SceneQueryMode::ALL: as @a SceneQueryMode::CLOSEST, with more tuples
|
|
|
void cast(const Vector3& from, const Vector3& dir, const float length);
|
|
|
|
|
|
private:
|
|
|
@@ -69,8 +69,8 @@ private:
|
|
|
EventStream& m_events;
|
|
|
const char* m_callback;
|
|
|
|
|
|
- RaycastMode::Enum m_mode;
|
|
|
- RaycastFilter::Enum m_filter;
|
|
|
+ SceneQueryMode::Enum m_mode;
|
|
|
+ SceneQueryFilter::Enum m_filter;
|
|
|
};
|
|
|
|
|
|
} // namespace crown
|