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

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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 the result of colliding a point against a shape
class CollidePointResult
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For point queries there is no sensible return value.
inline float GetEarlyOutFraction() const { return 0.0f; }
BodyID mBodyID; ///< Body that was hit
SubShapeID mSubShapeID2; ///< Sub shape ID of shape that we collided against
};
JPH_NAMESPACE_END