Jolt Physics
A multi core friendly Game Physics Engine
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Structure that holds a ray cast or other object cast hit. More...
#include <CastResult.h>
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE float | GetEarlyOutFraction () const |
Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For rays/cast shapes we can just use the collision fraction. | |
void | Reset () |
Reset this result so it can be reused for a new cast. | |
Public Attributes | |
BodyID | mBodyID |
Body that was hit. | |
float | mFraction = 1.0f + FLT_EPSILON |
Hit fraction of the ray/object [0, 1], HitPoint = Start + mFraction * (End - Start) | |
Structure that holds a ray cast or other object cast hit.
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inline |
Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For rays/cast shapes we can just use the collision fraction.
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inline |
Reset this result so it can be reused for a new cast.
float BroadPhaseCastResult::mFraction = 1.0f + FLT_EPSILON |
Hit fraction of the ray/object [0, 1], HitPoint = Start + mFraction * (End - Start)