godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/CastResult.h

38 lines
1.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Body/BodyID.h>
#include <Jolt/Physics/Collision/Shape/SubShapeID.h>
JPH_NAMESPACE_BEGIN
/// Structure that holds a ray cast or other object cast hit
class BroadPhaseCastResult
{
public:
JPH_OVERRIDE_NEW_DELETE
/// 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.
inline float GetEarlyOutFraction() const { return mFraction; }
/// Reset this result so it can be reused for a new cast.
inline void Reset() { mBodyID = BodyID(); mFraction = 1.0f + FLT_EPSILON; }
BodyID mBodyID; ///< Body that was hit
float mFraction = 1.0f + FLT_EPSILON; ///< Hit fraction of the ray/object [0, 1], HitPoint = Start + mFraction * (End - Start)
};
/// Specialization of cast result against a shape
class RayCastResult : public BroadPhaseCastResult
{
public:
JPH_OVERRIDE_NEW_DELETE
SubShapeID mSubShapeID2; ///< Sub shape ID of shape that we collided against
};
JPH_NAMESPACE_END