Jolt Physics
A multi core friendly Game Physics Engine
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CharacterVirtual::ContactKey Class Reference

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

#include <CharacterVirtual.h>

Inheritance diagram for CharacterVirtual::ContactKey:
CharacterVirtual::Contact

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)
 
ContactKeyoperator= (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.
 

Detailed Description

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

Constructor & Destructor Documentation

◆ ContactKey() [1/4]

CharacterVirtual::ContactKey::ContactKey ( )
default

Constructor.

◆ ContactKey() [2/4]

CharacterVirtual::ContactKey::ContactKey ( const ContactKey inContact)
default

◆ ContactKey() [3/4]

CharacterVirtual::ContactKey::ContactKey ( const BodyID inBodyB,
const SubShapeID inSubShapeID 
)
inline

◆ ContactKey() [4/4]

CharacterVirtual::ContactKey::ContactKey ( const CharacterID inCharacterIDB,
const SubShapeID inSubShapeID 
)
inline

Member Function Documentation

◆ GetHash()

uint64 CharacterVirtual::ContactKey::GetHash ( ) const
inline

Hash of this structure.

◆ IsSameBody()

bool CharacterVirtual::ContactKey::IsSameBody ( const ContactKey inOther) const
inline

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

◆ operator!=()

bool CharacterVirtual::ContactKey::operator!= ( const ContactKey inRHS) const
inline

◆ operator=()

ContactKey & CharacterVirtual::ContactKey::operator= ( const ContactKey inContact)
default

◆ operator==()

bool CharacterVirtual::ContactKey::operator== ( const ContactKey inRHS) const
inline

Equality operator.

◆ RestoreState()

void CharacterVirtual::ContactKey::RestoreState ( StateRecorder inStream)

◆ SaveState()

void CharacterVirtual::ContactKey::SaveState ( StateRecorder inStream) const

Member Data Documentation

◆ mBodyB

BodyID CharacterVirtual::ContactKey::mBodyB

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

◆ mCharacterIDB

CharacterID CharacterVirtual::ContactKey::mCharacterIDB

Character we're colliding with (if not invalid)

◆ mSubShapeIDB

SubShapeID CharacterVirtual::ContactKey::mSubShapeIDB

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


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