Revision control
++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PX_CONVEX_MESH_EXT_H
++ #define PX_CONVEX_MESH_EXT_H
++
++ #include "PxPhysXConfig.h"
++ #include "common/PxPhysXCommonConfig.h"
++ #include "foundation/PxTransform.h"
++
++ #if !PX_DOXYGEN
++ namespace physx
++ {
++ #endif
++
++ class PxConvexMeshGeometry;
++
++ /**
++ \brief Computes closest polygon of the convex hull geometry for a given impact point
++ and impact direction. When doing sweeps against a scene, one might want to delay
++ the rather expensive computation of the hit face index for convexes until it is clear
++ the information is really needed and then use this method to get the corresponding
++ face index.
++
++ \param[in] convexGeom The convex mesh geometry.
++ \param[in] geomPose Pose for the geometry object.
++ \param[in] impactPos Impact position.
++ \param[in] unitDir Normalized impact direction.
++
++ \return Closest face index of the convex geometry.
++
++ \see PxTransform PxConvexMeshGeometry
++ */
++ PxU32 PxFindFaceIndex(const PxConvexMeshGeometry& convexGeom,
++ const PxTransform& geomPose,
++ const PxVec3& impactPos,
++ const PxVec3& unitDir);
++
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ #endif