Jolt Physics
A multi core friendly Game Physics Engine
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Implementation that collects the closest / deepest hit for each body and optionally sorts them on distance. More...
#include <CollisionCollectorImpl.h>
Public Types | |
using | ResultType = typename CollectorType::ResultType |
Redeclare ResultType. | |
Public Member Functions | |
virtual void | Reset () override |
virtual void | OnBody (const Body &inBody) override |
virtual void | AddHit (const ResultType &inResult) override |
virtual void | OnBodyEnd () override |
void | Sort () |
Order hits on closest first. | |
bool | HadHit () const |
Check if any hits were collected. | |
Public Attributes | |
Array< ResultType > | mHits |
Implementation that collects the closest / deepest hit for each body and optionally sorts them on distance.
using ClosestHitPerBodyCollisionCollector< CollectorType >::ResultType = typename CollectorType::ResultType |
Redeclare ResultType.
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inline |
Check if any hits were collected.
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inlineoverridevirtual |
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inlineoverridevirtual |
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inlineoverridevirtual |
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inline |
Order hits on closest first.
Array<ResultType> ClosestHitPerBodyCollisionCollector< CollectorType >::mHits |