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| TaperedCylinder (float inTop, float inBottom, float inTopRadius, float inBottomRadius, float inConvexRadius) |
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virtual Vec3 | GetSupport (Vec3Arg inDirection) const override |
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virtual float | GetConvexRadius () const override |
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virtual | ~Support ()=default |
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◆ TaperedCylinder()
TaperedCylinderShape::TaperedCylinder::TaperedCylinder |
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float |
inTop, |
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float |
inBottom, |
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float |
inTopRadius, |
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float |
inBottomRadius, |
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float |
inConvexRadius |
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) |
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inline |
◆ GetConvexRadius()
virtual float TaperedCylinderShape::TaperedCylinder::GetConvexRadius |
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const |
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inlineoverridevirtual |
Convex radius of shape. Collision detection on penetrating shapes is much more expensive, so you can add a radius around objects to increase the shape. This makes it far less likely that they will actually penetrate.
Implements ConvexShape::Support.
◆ GetSupport()
virtual Vec3 TaperedCylinderShape::TaperedCylinder::GetSupport |
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Vec3Arg |
inDirection | ) |
const |
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inlineoverridevirtual |
Calculate the support vector for this convex shape (includes / excludes the convex radius depending on how this was obtained). Support vector is relative to the center of mass of the shape.
Implements ConvexShape::Support.
The documentation for this class was generated from the following file: