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

User callbacks that allow determining which parts of the simulation should be saved by a StateRecorder. More...

#include <StateRecorder.h>

Public Member Functions

virtual ~StateRecorderFilter ()=default
 Destructor.
 
Functions called during SaveState
virtual bool ShouldSaveBody (const Body &inBody) const
 If the state of a specific body should be saved.
 
virtual bool ShouldSaveConstraint (const Constraint &inConstraint) const
 If the state of a specific constraint should be saved.
 
virtual bool ShouldSaveContact (const BodyID &inBody1, const BodyID &inBody2) const
 If the state of a specific contact should be saved.
 
Functions called during RestoreState
virtual bool ShouldRestoreContact (const BodyID &inBody1, const BodyID &inBody2) const
 If the state of a specific contact should be restored.
 

Detailed Description

User callbacks that allow determining which parts of the simulation should be saved by a StateRecorder.

Constructor & Destructor Documentation

◆ ~StateRecorderFilter()

virtual StateRecorderFilter::~StateRecorderFilter ( )
virtualdefault

Destructor.

Member Function Documentation

◆ ShouldRestoreContact()

virtual bool StateRecorderFilter::ShouldRestoreContact ( const BodyID inBody1,
const BodyID inBody2 
) const
inlinevirtual

If the state of a specific contact should be restored.

◆ ShouldSaveBody()

virtual bool StateRecorderFilter::ShouldSaveBody ( const Body inBody) const
inlinevirtual

If the state of a specific body should be saved.

◆ ShouldSaveConstraint()

virtual bool StateRecorderFilter::ShouldSaveConstraint ( const Constraint inConstraint) const
inlinevirtual

If the state of a specific constraint should be saved.

◆ ShouldSaveContact()

virtual bool StateRecorderFilter::ShouldSaveContact ( const BodyID inBody1,
const BodyID inBody2 
) const
inlinevirtual

If the state of a specific contact should be saved.


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