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<html>
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		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: RaycastCCDManager Class Reference</title>
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<h1>RaycastCCDManager Class Reference<br>
<small>
[<a class="el" href="group__extensions.html">Extensions</a>]</small>
</h1><!-- doxytag: class="RaycastCCDManager" -->Raycast-CCD manager.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="PxRaycastCCD_8h-source.html">PxRaycastCCD.h</a>&gt;</code>
<p>

<p>
<a href="classRaycastCCDManager-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html#7b0ca803dd4186218095216e92fd0c3f">RaycastCCDManager</a> (<a class="el" href="classPxScene.html">PxScene</a> *scene)</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html#3c40ad39e6542dc894c029e5926d8d38">~RaycastCCDManager</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html#9625c0fc846b6729770fc7271b9520d3">registerRaycastCCDObject</a> (<a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *actor, <a class="el" href="classPxShape.html">PxShape</a> *shape)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Register dynamic object for raycast CCD.  <a href="#9625c0fc846b6729770fc7271b9520d3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html#6023b5afa45982aa31f9310ca649bab2">doRaycastCCD</a> (bool doDynamicDynamicCCD)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Perform raycast CCD. Call this after your simulate/fetchResults calls.  <a href="#6023b5afa45982aa31f9310ca649bab2"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">RaycastCCDManagerInternal *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classRaycastCCDManager.html#e3881961e98ff225f0c561076e24e9fc">mImpl</a></td></tr>

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<hr><a name="_details"></a><h2>Detailed Description</h2>
Raycast-CCD manager. 
<p>
Raycast-CCD is a simple and potentially cheaper alternative to the SDK's built-in continuous collision detection algorithm.<p>
This implementation has some limitations:<ul>
<li>it is only implemented for <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK.">PxRigidDynamic</a> objects (not for <a class="el" href="classPxArticulationLink.html" title="a component of an articulation that represents a rigid body">PxArticulationLink</a>)</li><li>it is only implemented for simple actors with 1 shape (not for "compounds")</li></ul>
<p>
Also, since it is raycast-based, the solution is not perfect. In particular:<ul>
<li>small dynamic objects can still go through the static world if the ray goes through a crack between edges, or a small hole in the world (like the keyhole from a door).</li><li>dynamic-vs-dynamic CCD is very approximate. It only works well for fast-moving dynamic objects colliding against slow-moving dynamic objects.</li></ul>
<p>
Finally, since it is using the SDK's scene queries under the hood, it only works provided the simulation shapes also have scene-query shapes associated with them. That is, if the objects in the scene only use <a class="el" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1a7fa4fea0eecda9cc80a7aaa11a22df52" title="The shape will partake in collision in the physical simulation.">PxShapeFlag::eSIMULATION_SHAPE</a> (and no <a class="el" href="structPxShapeFlag.html#6edb481aaa3a998c5d6dd3fc4ad87f1abc7ec24b00ed57f3914482f0706c6273" title="The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...).">PxShapeFlag::eSCENE_QUERY_SHAPE</a>), then the raycast-CCD system will not work. <hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="7b0ca803dd4186218095216e92fd0c3f"></a><!-- doxytag: member="RaycastCCDManager::RaycastCCDManager" ref="7b0ca803dd4186218095216e92fd0c3f" args="(PxScene *scene)" -->
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          <td class="memname">RaycastCCDManager::RaycastCCDManager           </td>
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          <td class="paramtype"><a class="el" href="classPxScene.html">PxScene</a> *&nbsp;</td>
          <td class="paramname"> <em>scene</em>          </td>
          <td>&nbsp;)&nbsp;</td>
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<p>

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<a class="anchor" name="3c40ad39e6542dc894c029e5926d8d38"></a><!-- doxytag: member="RaycastCCDManager::~RaycastCCDManager" ref="3c40ad39e6542dc894c029e5926d8d38" args="()" -->
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          <td class="memname">RaycastCCDManager::~RaycastCCDManager           </td>
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          <td>&nbsp;)&nbsp;</td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="6023b5afa45982aa31f9310ca649bab2"></a><!-- doxytag: member="RaycastCCDManager::doRaycastCCD" ref="6023b5afa45982aa31f9310ca649bab2" args="(bool doDynamicDynamicCCD)" -->
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          <td class="memname">void RaycastCCDManager::doRaycastCCD           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>doDynamicDynamicCCD</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td></td>
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<p>
Perform raycast CCD. Call this after your simulate/fetchResults calls. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>doDynamicDynamicCCD</em>&nbsp;</td><td>True to enable dynamic-vs-dynamic CCD (more expensive, not always needed) </td></tr>
  </table>
</dl>

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<a class="anchor" name="9625c0fc846b6729770fc7271b9520d3"></a><!-- doxytag: member="RaycastCCDManager::registerRaycastCCDObject" ref="9625c0fc846b6729770fc7271b9520d3" args="(PxRigidDynamic *actor, PxShape *shape)" -->
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          <td class="memname">bool RaycastCCDManager::registerRaycastCCDObject           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classPxRigidDynamic.html">PxRigidDynamic</a> *&nbsp;</td>
          <td class="paramname"> <em>actor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classPxShape.html">PxShape</a> *&nbsp;</td>
          <td class="paramname"> <em>shape</em></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td></td>
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<p>
Register dynamic object for raycast CCD. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>actor</em>&nbsp;</td><td>object's actor </td></tr>
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>shape</em>&nbsp;</td><td>object's shape</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if success </dd></dl>

</div>
</div><p>
<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="e3881961e98ff225f0c561076e24e9fc"></a><!-- doxytag: member="RaycastCCDManager::mImpl" ref="e3881961e98ff225f0c561076e24e9fc" args="" -->
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          <td class="memname">RaycastCCDManagerInternal* <a class="el" href="classRaycastCCDManager.html#e3881961e98ff225f0c561076e24e9fc">RaycastCCDManager::mImpl</a><code> [private]</code>          </td>
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<p>

</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="PxRaycastCCD_8h-source.html">PxRaycastCCD.h</a></ul>
</div>

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