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