#define JPH_EXPORT
Definition Core.h:236
#define JPH_NAMESPACE_END
Definition Core.h:379
#define JPH_NAMESPACE_BEGIN
Definition Core.h:373
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition Memory.h:31
Axis aligned box.
Definition AABox.h:16
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition BodyID.h:13
Test BroadPhase implementation that does not do anything to speed up the operations....
Definition BroadPhaseBruteForce.h:14
Used to do coarse collision detection operations to quickly prune out bodies that will not collide.
Definition BroadPhase.h:26
virtual void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState)=0
virtual void NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock=true)=0
virtual void CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const =0
Same as BroadPhaseQuery::CastAABox but can be implemented in a way to take no broad phase locks.
virtual void NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber)=0
Call whenever the layer (and optionally the aabb as well) of a body changes (can change order of ioBo...
virtual AABox GetBounds() const =0
Get the bounding box of all objects in the broadphase.
virtual void RemoveBodies(BodyID *ioBodies, int inNumber)=0
void * AddState
Handle used during adding bodies to the broadphase.
Definition BroadPhase.h:57
virtual void FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const =0
Filter class for broadphase layers.
Definition BroadPhaseLayer.h:94
virtual void CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Get bodies intersecting with a point and any hits to ioCollector.
virtual void CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Cast a ray and add any hits to ioCollector.
virtual void CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Get bodies intersecting with inBox and any hits to ioCollector.
virtual void CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Cast a box and add any hits to ioCollector.
virtual void CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Get bodies intersecting with an oriented box and any hits to ioCollector.
virtual void CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
Get bodies intersecting with a sphere and any hits to ioCollector.
Virtual interface that allows collecting multiple collision results.
Definition CollisionCollector.h:45
Filter class for object layers.
Definition ObjectLayer.h:28
Filter class to test if two objects can collide based on their object layer. Used while finding colli...
Definition ObjectLayer.h:50
Class to test if an object can collide with a broadphase layer. Used while finding collision pairs.
Definition BroadPhaseLayer.h:80
Oriented box.
Definition OrientedBox.h:18
Structure that holds AABox moving linearly through 3d space.
Definition AABoxCast.h:13