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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxConvexMeshExt.h File Reference</title>
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+<h1>PxConvexMeshExt.h File Reference</h1><code>#include &quot;<a class="el" href="PxPhysXConfig_8h-source.html">PxPhysXConfig.h</a>&quot;</code><br>
+<code>#include &quot;<a class="el" href="PxPhysXCommonConfig_8h-source.html">common/PxPhysXCommonConfig.h</a>&quot;</code><br>
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+Include dependency graph for PxConvexMeshExt.h:</div>
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+<p><center><img src="PxConvexMeshExt_8h__incl.png" border="0" usemap="#PxConvexMeshExt.h_map" alt=""></center>
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+This graph shows which files directly or indirectly include this file:</div>
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+<p><center><img src="PxConvexMeshExt_8h__dep__incl.png" border="0" usemap="#PxConvexMeshExt.hdep_map" alt=""></center>
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+<area shape="rect" href="PxPhysicsAPI_8h.html" title="PxPhysicsAPI.h" alt="PxPhysicsAPI.h" coords="23,85,121,107"></map>
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+<a href="PxConvexMeshExt_8h-source.html">Go to the source code of this file.</a><table border="0" cellpadding="0" cellspacing="0">
+<tr><td></td></tr>
+<tr><td colspan="2"><br><h2>Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="el" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__extensions.html#g450abb675b283fd8031caf82e85844e2">PxFindFaceIndex</a> (const <a class="el" href="classPxConvexMeshGeometry.html">PxConvexMeshGeometry</a> &amp;convexGeom, const <a class="el" href="classPxTransform.html">PxTransform</a> &amp;geomPose, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;impactPos, const <a class="el" href="classPxVec3.html">PxVec3</a> &amp;unitDir)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Computes closest polygon of the convex hull geometry for a given impact point and impact direction. When doing sweeps against a scene, one might want to delay the rather expensive computation of the hit face index for convexes until it is clear the information is really needed and then use this method to get the corresponding face index. <a href="group__extensions.html#g450abb675b283fd8031caf82e85844e2"></a><br></td></tr>
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