#include <CharacterVirtual.h>
◆ IsSameBody()
  
  
      
        
          | bool CharacterVirtual::Contact::IsSameBody  | 
          ( | 
          const Contact &  | 
          inOther | ) | 
           const | 
         
       
   | 
  
inline   | 
  
 
 
◆ RestoreState()
      
        
          | void CharacterVirtual::Contact::RestoreState  | 
          ( | 
          StateRecorder &  | 
          inStream | ) | 
           | 
        
      
 
 
◆ SaveState()
      
        
          | void CharacterVirtual::Contact::SaveState  | 
          ( | 
          StateRecorder &  | 
          inStream | ) | 
           const | 
        
      
 
 
◆ mBodyB
      
        
          | BodyID CharacterVirtual::Contact::mBodyB | 
        
      
 
ID of body we're colliding with (if not invalid) 
 
 
◆ mCanPushCharacter
      
        
          | bool CharacterVirtual::Contact::mCanPushCharacter = true | 
        
      
 
When true, the velocity of the contact point can push the character. 
 
 
◆ mCharacterB
◆ mContactNormal
      
        
          | Vec3 CharacterVirtual::Contact::mContactNormal | 
        
      
 
Contact normal, pointing towards the character. 
 
 
◆ mDistance
      
        
          | float CharacterVirtual::Contact::mDistance | 
        
      
 
Distance to the contact <= 0 means that it is an actual contact, > 0 means predictive. 
 
 
◆ mFraction
      
        
          | float CharacterVirtual::Contact::mFraction | 
        
      
 
Fraction along the path where this contact takes place. 
 
 
◆ mHadCollision
      
        
          | bool CharacterVirtual::Contact::mHadCollision = false | 
        
      
 
If the character actually collided with the contact (can be false if a predictive contact never becomes a real one) 
 
 
◆ mIsSensorB
      
        
          | bool CharacterVirtual::Contact::mIsSensorB | 
        
      
 
 
◆ mLinearVelocity
      
        
          | Vec3 CharacterVirtual::Contact::mLinearVelocity | 
        
      
 
Velocity of the contact point. 
 
 
◆ mMaterial
◆ mMotionTypeB
Motion type of B, used to determine the priority of the contact. 
 
 
◆ mPosition
      
        
          | RVec3 CharacterVirtual::Contact::mPosition | 
        
      
 
Position where the character makes contact. 
 
 
◆ mSubShapeIDB
      
        
          | SubShapeID CharacterVirtual::Contact::mSubShapeIDB | 
        
      
 
Sub shape ID of body we're colliding with. 
 
 
◆ mSurfaceNormal
      
        
          | Vec3 CharacterVirtual::Contact::mSurfaceNormal | 
        
      
 
Surface normal of the contact. 
 
 
◆ mUserData
      
        
          | uint64 CharacterVirtual::Contact::mUserData | 
        
      
 
 
◆ mWasDiscarded
      
        
          | bool CharacterVirtual::Contact::mWasDiscarded = false | 
        
      
 
If the contact validate callback chose to discard this contact. 
 
 
The documentation for this struct was generated from the following files: