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    Jolt Physics
    
   A multi core friendly Game Physics Engine 
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Collision detection helper that collides a sphere vs one or more triangles. More...
#include <CollideSphereVsTriangles.h>
Public Member Functions | |
| CollideSphereVsTriangles (const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) | |
| void | Collide (Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2) | 
Protected Attributes | |
| const CollideShapeSettings & | mCollideShapeSettings | 
| Settings for this collision operation.  More... | |
| CollideShapeCollector & | mCollector | 
| The collector that will receive the results.  More... | |
| const SphereShape * | mShape1 | 
| The shape that we're colliding with.  More... | |
| Vec3 | mScale2 | 
| The scale of the shape (in shape local space) of the shape we're colliding against.  More... | |
| Mat44 | mTransform2 | 
| Transform of the shape we're colliding against.  More... | |
| Vec3 | mSphereCenterIn2 | 
| The center of the sphere in the space of 2.  More... | |
| SubShapeID | mSubShapeID1 | 
| Sub shape ID of colliding shape.  More... | |
| float | mScaleSign2 | 
| Sign of the scale of object 2, -1 if object is inside out, 1 if not.  More... | |
| float | mRadius | 
| Radius of the sphere.  More... | |
| float | mRadiusPlusMaxSeparationSq | 
| (Radius + Max SeparationDistance)^2  More... | |
Collision detection helper that collides a sphere vs one or more triangles.
| CollideSphereVsTriangles::CollideSphereVsTriangles | ( | const SphereShape * | inShape1, | 
| Vec3Arg | inScale1, | ||
| Vec3Arg | inScale2, | ||
| Mat44Arg | inCenterOfMassTransform1, | ||
| Mat44Arg | inCenterOfMassTransform2, | ||
| const SubShapeID & | inSubShapeID1, | ||
| const CollideShapeSettings & | inCollideShapeSettings, | ||
| CollideShapeCollector & | ioCollector | ||
| ) | 
Constructor
| inShape1 | The sphere to collide against triangles | 
| inScale1 | Local space scale for the sphere | 
| inScale2 | Local space scale for the triangles | 
| inCenterOfMassTransform1 | Transform that takes the center of mass of 1 into world space | 
| inCenterOfMassTransform2 | Transform that takes the center of mass of 2 into world space | 
| inSubShapeID1 | Sub shape ID of the convex object | 
| inCollideShapeSettings | Settings for the collide shape query | 
| ioCollector | The collector that will receive the results | 
| void CollideSphereVsTriangles::Collide | ( | Vec3Arg | inV0, | 
| Vec3Arg | inV1, | ||
| Vec3Arg | inV2, | ||
| uint8 | inActiveEdges, | ||
| const SubShapeID & | inSubShapeID2 | ||
| ) | 
Collide sphere with a single triangle
| inV0,inV1,inV2 | CCW triangle vertices | 
| inActiveEdges | bit 0 = edge v0..v1 is active, bit 1 = edge v1..v2 is active, bit 2 = edge v2..v0 is active An active edge is an edge that is not connected to another triangle in such a way that it is impossible to collide with the edge | 
| inSubShapeID2 | The sub shape ID for the triangle | 
      
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The collector that will receive the results.
      
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Settings for this collision operation.
      
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Radius of the sphere.
      
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(Radius + Max SeparationDistance)^2
      
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The scale of the shape (in shape local space) of the shape we're colliding against.
      
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Sign of the scale of object 2, -1 if object is inside out, 1 if not.
      
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The shape that we're colliding with.
      
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The center of the sphere in the space of 2.
      
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Sub shape ID of colliding shape.
      
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Transform of the shape we're colliding against.