Jolt Physics
A multi core friendly Game Physics Engine
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Collision detection helper that casts a convex object vs one or more triangles. More...
#include <CastConvexVsTriangles.h>
Public Member Functions | |
CastConvexVsTriangles (const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, CastShapeCollector &ioCollector) | |
void | Cast (Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2) |
Protected Attributes | |
const ShapeCast & | mShapeCast |
const ShapeCastSettings & | mShapeCastSettings |
const Mat44 & | mCenterOfMassTransform2 |
Vec3 | mScale |
SubShapeIDCreator | mSubShapeIDCreator1 |
CastShapeCollector & | mCollector |
Collision detection helper that casts a convex object vs one or more triangles.
JPH_NAMESPACE_BEGIN CastConvexVsTriangles::CastConvexVsTriangles | ( | const ShapeCast & | inShapeCast, |
const ShapeCastSettings & | inShapeCastSettings, | ||
Vec3Arg | inScale, | ||
Mat44Arg | inCenterOfMassTransform2, | ||
const SubShapeIDCreator & | inSubShapeIDCreator1, | ||
CastShapeCollector & | ioCollector | ||
) |
Constructor
inShapeCast | The shape to cast against the triangles and its start and direction |
inShapeCastSettings | Settings for performing the cast |
inScale | Local space scale for the shape to cast against. |
inCenterOfMassTransform2 | Is the center of mass transform of shape 2 (excluding scale), this is used to provide a transform to the shape cast result so that local quantities can be transformed into world space. |
inSubShapeIDCreator1 | Class that tracks the current sub shape ID for the casting shape |
ioCollector | The collector that receives the results. |
void CastConvexVsTriangles::Cast | ( | Vec3Arg | inV0, |
Vec3Arg | inV1, | ||
Vec3Arg | inV2, | ||
uint8 | inActiveEdges, | ||
const SubShapeID & | inSubShapeID2 | ||
) |
Cast convex object 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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