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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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<a href="PxConvexMeshExt_8h-source.html">Go to the source code of this file.</a><table border="0" cellpadding="0" cellspacing="0">
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<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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