Jolt Physics
A multi core friendly Game Physics Engine
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#include <BroadPhaseLayer.h>
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using | Type = uint8 |
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JPH_INLINE | BroadPhaseLayer ()=default |
JPH_INLINE constexpr | BroadPhaseLayer (Type inValue) |
JPH_INLINE constexpr | BroadPhaseLayer (const BroadPhaseLayer &)=default |
JPH_INLINE BroadPhaseLayer & | operator= (const BroadPhaseLayer &)=default |
JPH_INLINE constexpr bool | operator== (const BroadPhaseLayer &inRHS) const |
JPH_INLINE constexpr bool | operator!= (const BroadPhaseLayer &inRHS) const |
JPH_INLINE constexpr bool | operator< (const BroadPhaseLayer &inRHS) const |
JPH_INLINE constexpr | operator Type () const |
JPH_INLINE Type | GetValue () const |
An object layer can be mapped to a broadphase layer. Objects with the same broadphase layer will end up in the same sub structure (usually a tree) of the broadphase. When there are many layers, this reduces the total amount of sub structures the broad phase needs to manage. Usually you want objects that don't collide with each other in different broad phase layers, but there could be exceptions if objects layers only contain a minor amount of objects so it is not beneficial to give each layer its own sub structure in the broadphase. Note: This class requires explicit casting from and to Type to avoid confusion with ObjectLayer
using BroadPhaseLayer::Type = uint8 |
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