Jolt Physics
A multi core friendly Game Physics Engine
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Structure that holds a single shape cast (a shape moving along a linear path in 3d space with no rotation) More...
#include <ShapeCast.h>
Public Member Functions | |
JPH_OVERRIDE_NEW_DELETE | ShapeCastT (const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inCenterOfMassStart, Vec3Arg inDirection, const AABox &inWorldSpaceBounds) |
Constructor. More... | |
ShapeCastT (const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inCenterOfMassStart, Vec3Arg inDirection) | |
Constructor. More... | |
ShapeCastType | PostTransformed (typename Mat::ArgType inTransform) const |
Transform this shape cast using inTransform. Multiply transform on the left left hand side. More... | |
ShapeCastType | PostTranslated (typename Vec::ArgType inTranslation) const |
Translate this shape cast by inTranslation. More... | |
Vec | GetPointOnRay (float inFraction) const |
Get point with fraction inFraction on ray from mCenterOfMassStart to mCenterOfMassStart + mDirection (0 = start of ray, 1 = end of ray) More... | |
Static Public Member Functions | |
static ShapeCastType | sFromWorldTransform (const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inWorldTransform, Vec3Arg inDirection) |
Construct a shape cast using a world transform for a shape instead of a center of mass transform. More... | |
Public Attributes | |
const Shape * | mShape |
Shape that's being cast (cannot be mesh shape). Note that this structure does not assume ownership over the shape for performance reasons. More... | |
const Vec3 | mScale |
Scale in local space of the shape being cast (scales relative to its center of mass) More... | |
const Mat | mCenterOfMassStart |
Start position and orientation of the center of mass of the shape (construct using sFromWorldTransform if you have a world transform for your shape) More... | |
const Vec3 | mDirection |
Direction and length of the cast (anything beyond this length will not be reported as a hit) More... | |
const AABox | mShapeWorldBounds |
Cached shape's world bounds, calculated in constructor. More... | |
Structure that holds a single shape cast (a shape moving along a linear path in 3d space with no rotation)
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Constructor.
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inline |
Constructor.
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Get point with fraction inFraction on ray from mCenterOfMassStart to mCenterOfMassStart + mDirection (0 = start of ray, 1 = end of ray)
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Transform this shape cast using inTransform. Multiply transform on the left left hand side.
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Translate this shape cast by inTranslation.
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inlinestatic |
Construct a shape cast using a world transform for a shape instead of a center of mass transform.
const Mat ShapeCastT< Vec, Mat, ShapeCastType >::mCenterOfMassStart |
Start position and orientation of the center of mass of the shape (construct using sFromWorldTransform if you have a world transform for your shape)
const Vec3 ShapeCastT< Vec, Mat, ShapeCastType >::mDirection |
Direction and length of the cast (anything beyond this length will not be reported as a hit)
const Vec3 ShapeCastT< Vec, Mat, ShapeCastType >::mScale |
Scale in local space of the shape being cast (scales relative to its center of mass)
const Shape* ShapeCastT< Vec, Mat, ShapeCastType >::mShape |
Shape that's being cast (cannot be mesh shape). Note that this structure does not assume ownership over the shape for performance reasons.
const AABox ShapeCastT< Vec, Mat, ShapeCastType >::mShapeWorldBounds |
Cached shape's world bounds, calculated in constructor.