#include <CharacterVirtual.h>
Interface class that allows a CharacterVirtual to check collision with other CharacterVirtual instances. Since CharacterVirtual instances are not registered anywhere, it is up to the application to test collision against relevant characters. The characters could be stored in a tree structure to make this more efficient.
◆ ~CharacterVsCharacterCollision()
virtual CharacterVsCharacterCollision::~CharacterVsCharacterCollision |
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◆ CastCharacter()
Cast a character against other CharacterVirtuals.
- Parameters
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inCharacter | The character to cast. |
inCenterOfMassTransform | Center of mass transform for this character. |
inDirection | Direction and length to cast in. |
inShapeCastSettings | Settings for the shape cast. |
inBaseOffset | All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer e.g. GetPosition() since floats are most accurate near the origin |
ioCollector | Collision collector that receives the collision results. |
Implemented in CharacterVsCharacterCollisionSimple.
◆ CollideCharacter()
Collide a character against other CharacterVirtuals.
- Parameters
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inCharacter | The character to collide. |
inCenterOfMassTransform | Center of mass transform for this character. |
inCollideShapeSettings | Settings for the collision check. |
inBaseOffset | All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer e.g. GetPosition() since floats are most accurate near the origin |
ioCollector | Collision collector that receives the collision results. |
Implemented in CharacterVsCharacterCollisionSimple.
The documentation for this class was generated from the following file: