Jolt Physics
A multi core friendly Game Physics Engine
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TaperedCylinderShape::TaperedCylinder Class Referencefinal
Inheritance diagram for TaperedCylinderShape::TaperedCylinder:
ConvexShape::Support

Public Member Functions

 TaperedCylinder (float inTop, float inBottom, float inTopRadius, float inBottomRadius, float inConvexRadius)
 
virtual Vec3 GetSupport (Vec3Arg inDirection) const override
 
virtual float GetConvexRadius () const override
 
- Public Member Functions inherited from ConvexShape::Support
virtual ~Support ()=default
 Warning: Virtual destructor will not be called on this object! More...
 
virtual Vec3 GetSupport (Vec3Arg inDirection) const =0
 
virtual float GetConvexRadius () const =0
 

Constructor & Destructor Documentation

◆ TaperedCylinder()

TaperedCylinderShape::TaperedCylinder::TaperedCylinder ( float  inTop,
float  inBottom,
float  inTopRadius,
float  inBottomRadius,
float  inConvexRadius 
)
inline

Member Function Documentation

◆ GetConvexRadius()

virtual float TaperedCylinderShape::TaperedCylinder::GetConvexRadius ( ) const
inlineoverridevirtual

Convex radius of shape. Collision detection on penetrating shapes is much more expensive, so you can add a radius around objects to increase the shape. This makes it far less likely that they will actually penetrate.

Implements ConvexShape::Support.

◆ GetSupport()

virtual Vec3 TaperedCylinderShape::TaperedCylinder::GetSupport ( Vec3Arg  inDirection) const
inlineoverridevirtual

Calculate the support vector for this convex shape (includes / excludes the convex radius depending on how this was obtained). Support vector is relative to the center of mass of the shape.

Implements ConvexShape::Support.


The documentation for this class was generated from the following file: