Jolt Physics
A multi core friendly Game Physics Engine
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#include <CollideSoftBodyVertexIterator.h>
Public Member Functions | |
CollideSoftBodyVertexIterator ()=default | |
Default constructor. More... | |
CollideSoftBodyVertexIterator (const CollideSoftBodyVertexIterator &)=default | |
CollideSoftBodyVertexIterator (const StridedPtr< const Vec3 > &inPosition, const StridedPtr< const float > &inInvMass, const StridedPtr< Plane > &inCollisionPlane, const StridedPtr< float > &inLargestPenetration, const StridedPtr< int > &inCollidingShapeIndex) | |
Construct using (strided) pointers. More... | |
CollideSoftBodyVertexIterator (SoftBodyVertex *inVertices) | |
Construct using a soft body vertex. More... | |
CollideSoftBodyVertexIterator & | operator= (const CollideSoftBodyVertexIterator &)=default |
Default assignment. More... | |
bool | operator!= (const CollideSoftBodyVertexIterator &inRHS) const |
CollideSoftBodyVertexIterator & | operator++ () |
Next vertex. More... | |
CollideSoftBodyVertexIterator | operator+ (int inOffset) const |
Vec3 | GetPosition () const |
Get the position of the current vertex. More... | |
float | GetInvMass () const |
Get the inverse mass of the current vertex. More... | |
bool | UpdatePenetration (float inLargestPenetration) const |
void | SetCollision (const Plane &inCollisionPlane, int inCollidingShapeIndex) const |
Update the collision of the current vertex. More... | |
Class that allows iterating over the vertices of a soft body. It tracks the largest penetration and allows storing the resulting collision in a different structure than the soft body vertex itself.
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default |
Default constructor.
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Construct using (strided) pointers.
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inlineexplicit |
Construct using a soft body vertex.
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Get the inverse mass of the current vertex.
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Get the position of the current vertex.
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Equality operator. Note: Only used to determine end iterator, so we only compare position.
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Add an offset Note: Only used to determine end iterator, so we only set position.
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Next vertex.
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Default assignment.
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Update the collision of the current vertex.
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Update penetration of the current vertex