Jolt Physics
A multi core friendly Game Physics Engine
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BroadPhaseQuery Class Referenceabstract

#include <BroadPhaseQuery.h>

Inheritance diagram for BroadPhaseQuery:
NonCopyable BroadPhase BroadPhaseBruteForce BroadPhaseQuadTree

Public Member Functions

virtual ~BroadPhaseQuery ()=default
 Virtual destructor.
 
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 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 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 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 CastAABox (const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter={ }, const ObjectLayerFilter &inObjectLayerFilter={ }) const =0
 Cast a box and add any hits to ioCollector.
 
- Public Member Functions inherited from NonCopyable
 NonCopyable ()=default
 
 NonCopyable (const NonCopyable &)=delete
 
void operator= (const NonCopyable &)=delete
 

Detailed Description

Interface to the broadphase that can perform collision queries. These queries will only test the bounding box of the body to quickly determine a potential set of colliding bodies. The shapes of the bodies are not tested, if you want this then you should use the NarrowPhaseQuery interface.

Constructor & Destructor Documentation

◆ ~BroadPhaseQuery()

virtual BroadPhaseQuery::~BroadPhaseQuery ( )
virtualdefault

Virtual destructor.

Member Function Documentation

◆ CastAABox()

virtual void BroadPhaseQuery::CastAABox ( const AABoxCast inBox,
CastShapeBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Cast a box and add any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.

◆ CastRay()

virtual void BroadPhaseQuery::CastRay ( const RayCast inRay,
RayCastBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Cast a ray and add any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.

◆ CollideAABox()

virtual void BroadPhaseQuery::CollideAABox ( const AABox inBox,
CollideShapeBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Get bodies intersecting with inBox and any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.

◆ CollideOrientedBox()

virtual void BroadPhaseQuery::CollideOrientedBox ( const OrientedBox inBox,
CollideShapeBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Get bodies intersecting with an oriented box and any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.

◆ CollidePoint()

virtual void BroadPhaseQuery::CollidePoint ( Vec3Arg  inPoint,
CollideShapeBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Get bodies intersecting with a point and any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.

◆ CollideSphere()

virtual void BroadPhaseQuery::CollideSphere ( Vec3Arg  inCenter,
float  inRadius,
CollideShapeBodyCollector ioCollector,
const BroadPhaseLayerFilter inBroadPhaseLayerFilter = { },
const ObjectLayerFilter inObjectLayerFilter = { } 
) const
pure virtual

Get bodies intersecting with a sphere and any hits to ioCollector.

Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.


The documentation for this class was generated from the following file: