|  | Jolt Physics
    A multi core friendly Game Physics Engine | 
Class that contains all information of two colliding shapes. More...
#include <CollideShape.h>
 
  
| Public Types | |
| using | Face = StaticArray< Vec3, 32 > | 
| Public Member Functions | |
| JPH_OVERRIDE_NEW_DELETE | CollideShapeResult ()=default | 
| Default constructor.  More... | |
| CollideShapeResult (Vec3Arg inContactPointOn1, Vec3Arg inContactPointOn2, Vec3Arg inPenetrationAxis, float inPenetrationDepth, const SubShapeID &inSubShapeID1, const SubShapeID &inSubShapeID2, const BodyID &inBodyID2) | |
| Constructor.  More... | |
| float | GetEarlyOutFraction () const | 
| Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. We use -penetration depth to get the hit with the biggest penetration depth.  More... | |
| CollideShapeResult | Reversed () const | 
| Reverses the hit result, swapping contact point 1 with contact point 2 etc.  More... | |
| Public Attributes | |
| Vec3 | mContactPointOn1 | 
| Contact point on the surface of shape 1 (in world space or relative to base offset)  More... | |
| Vec3 | mContactPointOn2 | 
| Contact point on the surface of shape 2 (in world space or relative to base offset). If the penetration depth is 0, this will be the same as mContactPointOn1.  More... | |
| Vec3 | mPenetrationAxis | 
| Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless, in world space). You can use -mPenetrationAxis.Normalized() as contact normal.  More... | |
| float | mPenetrationDepth | 
| Penetration depth (move shape 2 by this distance to resolve the collision)  More... | |
| SubShapeID | mSubShapeID1 | 
| Sub shape ID that identifies the face on shape 1.  More... | |
| SubShapeID | mSubShapeID2 | 
| Sub shape ID that identifies the face on shape 2.  More... | |
| BodyID | mBodyID2 | 
| BodyID to which shape 2 belongs to.  More... | |
| Face | mShape1Face | 
| Colliding face on shape 1 (optional result, in world space or relative to base offset)  More... | |
| Face | mShape2Face | 
| Colliding face on shape 2 (optional result, in world space or relative to base offset)  More... | |
Class that contains all information of two colliding shapes.
| using CollideShapeResult::Face = StaticArray<Vec3, 32> | 
| 
 | default | 
Default constructor.
| 
 | inline | 
Constructor.
| 
 | inline | 
Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. We use -penetration depth to get the hit with the biggest penetration depth.
| 
 | inline | 
Reverses the hit result, swapping contact point 1 with contact point 2 etc.
| Vec3 CollideShapeResult::mContactPointOn1 | 
Contact point on the surface of shape 1 (in world space or relative to base offset)
| Vec3 CollideShapeResult::mContactPointOn2 | 
Contact point on the surface of shape 2 (in world space or relative to base offset). If the penetration depth is 0, this will be the same as mContactPointOn1.
| Vec3 CollideShapeResult::mPenetrationAxis | 
Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless, in world space). You can use -mPenetrationAxis.Normalized() as contact normal.
| float CollideShapeResult::mPenetrationDepth | 
Penetration depth (move shape 2 by this distance to resolve the collision)
| Face CollideShapeResult::mShape1Face | 
Colliding face on shape 1 (optional result, in world space or relative to base offset)
| Face CollideShapeResult::mShape2Face | 
Colliding face on shape 2 (optional result, in world space or relative to base offset)
| SubShapeID CollideShapeResult::mSubShapeID1 | 
Sub shape ID that identifies the face on shape 1.
| SubShapeID CollideShapeResult::mSubShapeID2 | 
Sub shape ID that identifies the face on shape 2.