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 | |
ContactKey ()=default | |
Constructor. | |
ContactKey (const ContactKey &inContact)=default | |
ContactKey (const BodyID &inBodyB, const SubShapeID &inSubShapeID) | |
ContactKey (const CharacterID &inCharacterIDB, const SubShapeID &inSubShapeID) | |
ContactKey & | operator= (const ContactKey &inContact)=default |
bool | IsSameBody (const ContactKey &inOther) const |
Checks if two contacts refer to the same body (or virtual character) | |
bool | operator== (const ContactKey &inRHS) const |
Equality operator. | |
bool | operator!= (const ContactKey &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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default |
Constructor.
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default |
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inline |
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inline |
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inline |
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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inline |
Equality operator.
void CharacterVirtual::ContactKey::RestoreState | ( | StateRecorder & | inStream | ) |
void CharacterVirtual::ContactKey::SaveState | ( | StateRecorder & | inStream | ) | const |
BodyID CharacterVirtual::ContactKey::mBodyB |
ID of body we're colliding with (if not invalid)
CharacterID CharacterVirtual::ContactKey::mCharacterIDB |
Character we're colliding with (if not invalid)
SubShapeID CharacterVirtual::ContactKey::mSubShapeIDB |
Sub shape ID of body or character we're colliding with.