pXent_setccdskeleton (ENTITY* entity, VECTOR* CCDBoxSize, bool dynamic_CCD);
This function creates a CCD box in the entity size, the vector scales the box, a good scale vector is: (0.5, 0.5, 0.5). If you set the vector to (0,0,0) you get a CCD vertex, which is the most efficient choice. The vertex is set to the center of the entity. Set the dynamic_CCD flag to 1, if you like to perform dynamic vs. dynamic CCD collision.
Parameters:
entity |
registered Entity pointer (Actor) |
CCDBoxSize |
Is the scale vector for the created CCD Box;
use 0 for vertex usage. (Range: [0,inf ) |
dynamic_CCD |
Enable/Disable dynamic-dynamic CCD for this shape |
Returns:
1 if successful, 0 otherwise.
Remarks:
Speed:
Fast
Example:
pX_setccd(1);
pXent_setccdskeleton(my, nullvector, 1); // vertex CCD, one single vertex for the whole Actor.
See also:
EVENT_FRICTION, pX_setccd