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Jolt Physics
A multi core friendly Game Physics Engine
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Uniquely identifies a contact between a character and another body or character. More...
#include <CharacterVirtual.h>
Public Member Functions | |
| CharacterContactKey ()=default | |
| Constructor. | |
| CharacterContactKey (const CharacterContactKey &inContact)=default | |
| CharacterContactKey (const BodyID &inBodyB, const SubShapeID &inSubShapeID) | |
| CharacterContactKey (const CharacterID &inCharacterIDB, const SubShapeID &inSubShapeID) | |
| CharacterContactKey & | operator= (const CharacterContactKey &inContact)=default |
| bool | IsSameBody (const CharacterContactKey &inOther) const |
| Checks if two contacts refer to the same body (or virtual character) | |
| bool | operator== (const CharacterContactKey &inRHS) const |
| Equality operator. | |
| bool | operator!= (const CharacterContactKey &inRHS) const |
| uint64 | GetHash () const |
| Hash of this structure. | |
| void | SaveState (StateRecorder &inStream) const |
| void | RestoreState (StateRecorder &inStream) |
Public Attributes | |
| BodyID | mBodyB |
| ID of body we're colliding with (if not invalid) | |
| CharacterID | mCharacterIDB |
| Character we're colliding with (if not invalid) | |
| SubShapeID | mSubShapeIDB |
| Sub shape ID of body or character we're colliding with. | |
Uniquely identifies a contact between a character and another body or character.
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Constructor.
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inline |
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Checks if two contacts refer to the same body (or virtual character)
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inline |
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default |
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Equality operator.
| void CharacterContactKey::RestoreState | ( | StateRecorder & | inStream | ) |
| void CharacterContactKey::SaveState | ( | StateRecorder & | inStream | ) | const |
| BodyID CharacterContactKey::mBodyB |
ID of body we're colliding with (if not invalid)
| CharacterID CharacterContactKey::mCharacterIDB |
Character we're colliding with (if not invalid)
| SubShapeID CharacterContactKey::mSubShapeIDB |
Sub shape ID of body or character we're colliding with.