Jolt Physics
A multi core friendly Game Physics Engine
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#include <CompoundShapeVisitors.h>
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JPH_INLINE | GetIntersectingSubShapesVisitor (const BoxType &inBox, uint *outSubShapeIndices, int inMaxSubShapeIndices) |
JPH_INLINE bool | ShouldAbort () const |
Returns true when collision detection should abort because the buffer is full. More... | |
JPH_INLINE UVec4 | TestBounds (Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ) const |
Tests the box vs 4 bounding boxes, returns true for the ones that intersect. More... | |
JPH_INLINE void | VisitShape (const SubShape &inSubShape, uint32 inSubShapeIndex) |
Records a hit. More... | |
JPH_INLINE int | GetNumResults () const |
Get the number of indices that were found. More... | |
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Get the number of indices that were found.
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Returns true when collision detection should abort because the buffer is full.
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Tests the box vs 4 bounding boxes, returns true for the ones that intersect.
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Records a hit.