Jolt Physics
A multi core friendly Game Physics Engine
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CharacterContactKey Class Reference

Uniquely identifies a contact between a character and another body or character. More...

#include <CharacterVirtual.h>

Inheritance diagram for CharacterContactKey:
CharacterContact

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)
 
CharacterContactKeyoperator= (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.
 

Detailed Description

Uniquely identifies a contact between a character and another body or character.

Constructor & Destructor Documentation

◆ CharacterContactKey() [1/4]

CharacterContactKey::CharacterContactKey ( )
default

Constructor.

◆ CharacterContactKey() [2/4]

CharacterContactKey::CharacterContactKey ( const CharacterContactKey & inContact)
default

◆ CharacterContactKey() [3/4]

CharacterContactKey::CharacterContactKey ( const BodyID & inBodyB,
const SubShapeID & inSubShapeID )
inline

◆ CharacterContactKey() [4/4]

CharacterContactKey::CharacterContactKey ( const CharacterID & inCharacterIDB,
const SubShapeID & inSubShapeID )
inline

Member Function Documentation

◆ GetHash()

uint64 CharacterContactKey::GetHash ( ) const
inline

Hash of this structure.

◆ IsSameBody()

bool CharacterContactKey::IsSameBody ( const CharacterContactKey & inOther) const
inline

Checks if two contacts refer to the same body (or virtual character)

◆ operator!=()

bool CharacterContactKey::operator!= ( const CharacterContactKey & inRHS) const
inline

◆ operator=()

CharacterContactKey & CharacterContactKey::operator= ( const CharacterContactKey & inContact)
default

◆ operator==()

bool CharacterContactKey::operator== ( const CharacterContactKey & inRHS) const
inline

Equality operator.

◆ RestoreState()

void CharacterContactKey::RestoreState ( StateRecorder & inStream)

◆ SaveState()

void CharacterContactKey::SaveState ( StateRecorder & inStream) const

Member Data Documentation

◆ mBodyB

BodyID CharacterContactKey::mBodyB

ID of body we're colliding with (if not invalid)

◆ mCharacterIDB

CharacterID CharacterContactKey::mCharacterIDB

Character we're colliding with (if not invalid)

◆ mSubShapeIDB

SubShapeID CharacterContactKey::mSubShapeIDB

Sub shape ID of body or character we're colliding with.


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