Jolt Physics
A multi core friendly Game Physics Engine
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#include <BroadPhaseQuery.h>
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 |
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.
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virtualdefault |
Virtual destructor.
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pure virtual |
Cast a box and add any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.
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pure virtual |
Cast a ray and add any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.
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pure virtual |
Get bodies intersecting with inBox and any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.
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pure virtual |
Get bodies intersecting with an oriented box and any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.
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pure virtual |
Get bodies intersecting with a point and any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.
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pure virtual |
Get bodies intersecting with a sphere and any hits to ioCollector.
Implemented in BroadPhaseBruteForce, and BroadPhaseQuadTree.