#include <CharacterVirtual.h>
◆ IsSameBody()
bool CharacterVirtual::Contact::IsSameBody |
( |
const Contact & |
inOther | ) |
const |
|
inline |
◆ RestoreState()
void CharacterVirtual::Contact::RestoreState |
( |
StateRecorder & |
inStream | ) |
|
◆ SaveState()
void CharacterVirtual::Contact::SaveState |
( |
StateRecorder & |
inStream | ) |
const |
◆ mBodyB
BodyID CharacterVirtual::Contact::mBodyB |
ID of body we're colliding with (if not invalid)
◆ mCanPushCharacter
bool CharacterVirtual::Contact::mCanPushCharacter = true |
When true, the velocity of the contact point can push the character.
◆ mCharacterB
◆ mContactNormal
Vec3 CharacterVirtual::Contact::mContactNormal |
Contact normal, pointing towards the character.
◆ mDistance
float CharacterVirtual::Contact::mDistance |
Distance to the contact <= 0 means that it is an actual contact, > 0 means predictive.
◆ mFraction
float CharacterVirtual::Contact::mFraction |
Fraction along the path where this contact takes place.
◆ mHadCollision
bool CharacterVirtual::Contact::mHadCollision = false |
If the character actually collided with the contact (can be false if a predictive contact never becomes a real one)
◆ mIsSensorB
bool CharacterVirtual::Contact::mIsSensorB |
◆ mLinearVelocity
Vec3 CharacterVirtual::Contact::mLinearVelocity |
Velocity of the contact point.
◆ mMaterial
◆ mMotionTypeB
Motion type of B, used to determine the priority of the contact.
◆ mPosition
RVec3 CharacterVirtual::Contact::mPosition |
Position where the character makes contact.
◆ mSubShapeIDB
SubShapeID CharacterVirtual::Contact::mSubShapeIDB |
Sub shape ID of body we're colliding with.
◆ mSurfaceNormal
Vec3 CharacterVirtual::Contact::mSurfaceNormal |
Surface normal of the contact.
◆ mUserData
uint64 CharacterVirtual::Contact::mUserData |
◆ mWasDiscarded
bool CharacterVirtual::Contact::mWasDiscarded = false |
If the contact validate callback chose to discard this contact.
The documentation for this struct was generated from the following files: