Interface
BFM_IGNORE_BACK_FACES
Sets whether to ignore triangle backfaces. Following options available:
BFM_IGNORE_BACK_FACES
BFM_COLLIDE_BACK_FACES
BFM_IGNORE_BACK_FACES
Broadphase layer number for filtering.
BP_LAYER_MOVING (1)
If true
, will calculate and add to results a contact normal at contact point.
false
Whether to return only the first contact.
true
If true
, the ray will ignore sensors.
false
Object layer number for filtering.
OBJ_LAYER_MOVING (1)
All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer since floats are most accurate near the origin.
Vec3(0, 0, 0)
When true, and the shape is intersecting at the beginning of the cast (fraction = 0) then this will calculate the deepest penetration point (costing additional CPU time).
false
Scales the shape used during a cast. Allows to re-use existing shapes, if only scale is different.
Vec3(1, 1, 1)
Indicates if we want to shrink the shape by the convex radius and then expand it again. This speeds up collision detection and gives a more accurate normal at the cost of a more "rounded" shape.
false
Sets whether to ignore backfaces of convex shapes. See backFaceModeTriangles for available options.