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Jolt Physics
A multi core friendly Game Physics Engine
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#include <CharacterVirtual.h>
Public Member Functions | |
| void | SaveState (StateRecorder &inStream) const |
| void | RestoreState (StateRecorder &inStream) |
Public Attributes | |
| RVec3 | mPosition |
| Position where the character makes contact. | |
| Vec3 | mLinearVelocity |
| Velocity of the contact point. | |
| Vec3 | mContactNormal |
| Contact normal, pointing towards the character. | |
| Vec3 | mSurfaceNormal |
| Surface normal of the contact. | |
| float | mDistance |
| Distance to the contact <= 0 means that it is an actual contact, > 0 means predictive. | |
| float | mFraction |
| Fraction along the path where this contact takes place. | |
| BodyID | mBodyB |
| ID of body we're colliding with. | |
| SubShapeID | mSubShapeIDB |
| Sub shape ID of body we're colliding with. | |
| EMotionType | mMotionTypeB |
| Motion type of B, used to determine the priority of the contact. | |
| bool | mIsSensorB |
| If B is a sensor. | |
| uint64 | mUserData |
| User data of B. | |
| const PhysicsMaterial * | mMaterial |
| Material of B. | |
| bool | mHadCollision = false |
| If the character actually collided with the contact (can be false if a predictive contact never becomes a real one) | |
| bool | mWasDiscarded = false |
| If the contact validate callback chose to discard this contact. | |
| bool | mCanPushCharacter = true |
| When true, the velocity of the contact point can push the character. | |
| void CharacterVirtual::Contact::RestoreState | ( | StateRecorder & | inStream | ) |
| void CharacterVirtual::Contact::SaveState | ( | StateRecorder & | inStream | ) | const |
| BodyID CharacterVirtual::Contact::mBodyB |
ID of body we're colliding with.
When true, the velocity of the contact point can push the character.
| float CharacterVirtual::Contact::mDistance |
Distance to the contact <= 0 means that it is an actual contact, > 0 means predictive.
| float CharacterVirtual::Contact::mFraction |
Fraction along the path where this contact takes place.
If the character actually collided with the contact (can be false if a predictive contact never becomes a real one)
| bool CharacterVirtual::Contact::mIsSensorB |
If B is a sensor.
| Vec3 CharacterVirtual::Contact::mLinearVelocity |
Velocity of the contact point.
| const PhysicsMaterial* CharacterVirtual::Contact::mMaterial |
Material of B.
| EMotionType CharacterVirtual::Contact::mMotionTypeB |
Motion type of B, used to determine the priority of the contact.
| RVec3 CharacterVirtual::Contact::mPosition |
Position where the character makes contact.
| SubShapeID CharacterVirtual::Contact::mSubShapeIDB |
Sub shape ID of body we're colliding with.
| Vec3 CharacterVirtual::Contact::mSurfaceNormal |
Surface normal of the contact.
| uint64 CharacterVirtual::Contact::mUserData |
User data of B.
If the contact validate callback chose to discard this contact.