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authorSébastien Crozet <developer@crozet.re>2020-09-08 21:18:17 +0200
committerCrozet Sébastien <developer@crozet.re>2020-09-28 15:27:25 +0200
commit3c85a6ac41397cf95199933c6a93909bc070a844 (patch)
treee7ec95a2a75b8e82a3cea0ab40d60b8381f3bc24 /src_testbed/physx_backend.rs
parent99f28ba4b4a14254b4160a191cbeb15211cdd2d2 (diff)
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Start implementing ray-casting.
This adds a QueryPipeline structure responsible for scene queries. Currently this structure is able to perform a brute-force ray-cast. This commit also includes the beginning of implementation of a SIMD-based acceleration structure which will be used for these scene queries in the future.
Diffstat (limited to 'src_testbed/physx_backend.rs')
-rw-r--r--src_testbed/physx_backend.rs3
1 files changed, 2 insertions, 1 deletions
diff --git a/src_testbed/physx_backend.rs b/src_testbed/physx_backend.rs
index b06fd7e..8e08a2e 100644
--- a/src_testbed/physx_backend.rs
+++ b/src_testbed/physx_backend.rs
@@ -196,7 +196,8 @@ impl PhysxWorld {
}
} else {
physx_sys::PxShapeFlags {
- mBits: physx_sys::PxShapeFlag::eSIMULATION_SHAPE as u8,
+ mBits: physx_sys::PxShapeFlag::eSIMULATION_SHAPE as u8
+ | physx_sys::PxShapeFlag::eSCENE_QUERY_SHAPE as u8,
}
};