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

Settings to be passed with a collision query. More...

#include <CollideShape.h>

Inheritance diagram for CollideSettingsBase:
CollideShapeSettings ShapeCastSettings

Public Attributes

JPH_OVERRIDE_NEW_DELETE EActiveEdgeMode mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive
 How active edges (edges that a moving object should bump into) are handled.
 
ECollectFacesMode mCollectFacesMode = ECollectFacesMode::NoFaces
 If colliding faces should be collected or only the collision point.
 
float mCollisionTolerance = cDefaultCollisionTolerance
 If objects are closer than this distance, they are considered to be colliding (used for GJK) (unit: meter)
 
float mPenetrationTolerance = cDefaultPenetrationTolerance
 A factor that determines the accuracy of the penetration depth calculation. If the change of the squared distance is less than tolerance * current_penetration_depth^2 the algorithm will terminate. (unit: dimensionless)
 
Vec3 mActiveEdgeMovementDirection = Vec3::sZero()
 When mActiveEdgeMode is CollideOnlyWithActive a movement direction can be provided. When hitting an inactive edge, the system will select the triangle normal as penetration depth only if it impedes the movement less than with the calculated penetration depth.
 

Detailed Description

Settings to be passed with a collision query.

Member Data Documentation

◆ mActiveEdgeMode

How active edges (edges that a moving object should bump into) are handled.

◆ mActiveEdgeMovementDirection

Vec3 CollideSettingsBase::mActiveEdgeMovementDirection = Vec3::sZero()

When mActiveEdgeMode is CollideOnlyWithActive a movement direction can be provided. When hitting an inactive edge, the system will select the triangle normal as penetration depth only if it impedes the movement less than with the calculated penetration depth.

◆ mCollectFacesMode

ECollectFacesMode CollideSettingsBase::mCollectFacesMode = ECollectFacesMode::NoFaces

If colliding faces should be collected or only the collision point.

◆ mCollisionTolerance

float CollideSettingsBase::mCollisionTolerance = cDefaultCollisionTolerance

If objects are closer than this distance, they are considered to be colliding (used for GJK) (unit: meter)

◆ mPenetrationTolerance

float CollideSettingsBase::mPenetrationTolerance = cDefaultPenetrationTolerance

A factor that determines the accuracy of the penetration depth calculation. If the change of the squared distance is less than tolerance * current_penetration_depth^2 the algorithm will terminate. (unit: dimensionless)


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