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    Jolt Physics
    
   A multi core friendly Game Physics Engine 
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Specialization of cast result against a shape. More...
#include <CastResult.h>
  
Public Attributes | |
| JPH_OVERRIDE_NEW_DELETE SubShapeID | mSubShapeID2 | 
| Sub shape ID of shape that we collided against.  More... | |
  Public Attributes inherited from BroadPhaseCastResult | |
| BodyID | mBodyID | 
| Body that was hit.  More... | |
| float | mFraction = 1.0f + FLT_EPSILON | 
| Hit fraction of the ray/object [0, 1], HitPoint = Start + mFraction * (End - Start)  More... | |
Additional Inherited Members | |
  Public Member Functions inherited from BroadPhaseCastResult | |
| JPH_OVERRIDE_NEW_DELETE float | GetEarlyOutFraction () const | 
| Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For rays/cast shapes we can just use the collision fraction.  More... | |
| void | Reset () | 
| Reset this result so it can be reused for a new cast.  More... | |
Specialization of cast result against a shape.
| JPH_OVERRIDE_NEW_DELETE SubShapeID RayCastResult::mSubShapeID2 | 
Sub shape ID of shape that we collided against.