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

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

#include <CollideShape.h>

Inheritance diagram for CollideShapeSettings:
CollideSettingsBase

Public Attributes

JPH_OVERRIDE_NEW_DELETE float mMaxSeparationDistance = 0.0f
 
EBackFaceMode mBackFaceMode = EBackFaceMode::IgnoreBackFaces
 How backfacing triangles should be treated.
 
- Public Attributes inherited from CollideSettingsBase
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

◆ mBackFaceMode

EBackFaceMode CollideShapeSettings::mBackFaceMode = EBackFaceMode::IgnoreBackFaces

How backfacing triangles should be treated.

◆ mMaxSeparationDistance

JPH_OVERRIDE_NEW_DELETE float CollideShapeSettings::mMaxSeparationDistance = 0.0f

When > 0 contacts in the vicinity of the query shape can be found. All nearest contacts that are not further away than this distance will be found. Note that in this case CollideShapeResult::mPenetrationDepth can become negative to indicate that objects are not overlapping. (unit: meter)


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