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- <a href="class_character_vs_character_collision_simple-members.html">List of all members</a> </div>
- <div class="headertitle"><div class="title">CharacterVsCharacterCollisionSimple Class Reference</div></div>
- </div><!--header-->
- <div class="contents">
- <p><code>#include <<a class="el" href="_character_virtual_8h_source.html">CharacterVirtual.h</a>></code></p>
- <div class="dynheader">
- Inheritance diagram for CharacterVsCharacterCollisionSimple:</div>
- <div class="dyncontent">
- <div class="center">
- <img src="class_character_vs_character_collision_simple.png" usemap="#CharacterVsCharacterCollisionSimple_map" alt=""/>
- <map id="CharacterVsCharacterCollisionSimple_map" name="CharacterVsCharacterCollisionSimple_map">
- <area href="class_character_vs_character_collision.html" alt="CharacterVsCharacterCollision" shape="rect" coords="0,56,226,80"/>
- <area href="class_non_copyable.html" title="Class that makes another class non-copyable. Usage: Inherit from NonCopyable." alt="NonCopyable" shape="rect" coords="0,0,226,24"/>
- </map>
- </div></div>
- <table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
- Public Member Functions</h2></td></tr>
- <tr class="memitem:a1c9a2607b50bd68ced9c7262d01cad67" id="r_a1c9a2607b50bd68ced9c7262d01cad67"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a1c9a2607b50bd68ced9c7262d01cad67">Add</a> (<a class="el" href="class_character_virtual.html">CharacterVirtual</a> *inCharacter)</td></tr>
- <tr class="memdesc:a1c9a2607b50bd68ced9c7262d01cad67"><td class="mdescLeft"> </td><td class="mdescRight">Add a character to the list of characters to check collision against. <br /></td></tr>
- <tr class="separator:a1c9a2607b50bd68ced9c7262d01cad67"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a63d4e54dee0aca96e4c77e7c78a6b350" id="r_a63d4e54dee0aca96e4c77e7c78a6b350"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a63d4e54dee0aca96e4c77e7c78a6b350">Remove</a> (const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *inCharacter)</td></tr>
- <tr class="memdesc:a63d4e54dee0aca96e4c77e7c78a6b350"><td class="mdescLeft"> </td><td class="mdescRight">Remove a character from the list of characters to check collision against. <br /></td></tr>
- <tr class="separator:a63d4e54dee0aca96e4c77e7c78a6b350"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a7785735e8caff3effb04f2325d661d46" id="r_a7785735e8caff3effb04f2325d661d46"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a7785735e8caff3effb04f2325d661d46">CollideCharacter</a> (const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *inCharacter, <a class="el" href="_real_8h.html#a61b9fb9774ecfc9a33318eead7118ee9">RMat44Arg</a> inCenterOfMassTransform, const <a class="el" href="class_collide_shape_settings.html">CollideShapeSettings</a> &inCollideShapeSettings, <a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inBaseOffset, <a class="el" href="_shape_8h.html#af33744a7638d2c8e3ba97737b069f8d2">CollideShapeCollector</a> &ioCollector) const override</td></tr>
- <tr class="separator:a7785735e8caff3effb04f2325d661d46"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a3b514db9cada6a4fbb66cae3d39201bf" id="r_a3b514db9cada6a4fbb66cae3d39201bf"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="#a3b514db9cada6a4fbb66cae3d39201bf">CastCharacter</a> (const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *inCharacter, <a class="el" href="_real_8h.html#a61b9fb9774ecfc9a33318eead7118ee9">RMat44Arg</a> inCenterOfMassTransform, <a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a> inDirection, const <a class="el" href="class_shape_cast_settings.html">ShapeCastSettings</a> &inShapeCastSettings, <a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a> inBaseOffset, <a class="el" href="_shape_8h.html#a501dee38fc3089311c7c9408ceda7401">CastShapeCollector</a> &ioCollector) const override</td></tr>
- <tr class="separator:a3b514db9cada6a4fbb66cae3d39201bf"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="inherit_header pub_methods_class_character_vs_character_collision"><td colspan="2" onclick="javascript:dynsection.toggleInherit('pub_methods_class_character_vs_character_collision')"><img src="closed.png" alt="-"/> Public Member Functions inherited from <a class="el" href="class_character_vs_character_collision.html">CharacterVsCharacterCollision</a></td></tr>
- <tr class="memitem:ac761e9773325df331eb599af2f498525 inherit pub_methods_class_character_vs_character_collision" id="r_ac761e9773325df331eb599af2f498525"><td class="memItemLeft" align="right" valign="top">virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="class_character_vs_character_collision.html#ac761e9773325df331eb599af2f498525">~CharacterVsCharacterCollision</a> ()=default</td></tr>
- <tr class="separator:ac761e9773325df331eb599af2f498525 inherit pub_methods_class_character_vs_character_collision"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="inherit_header pub_methods_class_non_copyable"><td colspan="2" onclick="javascript:dynsection.toggleInherit('pub_methods_class_non_copyable')"><img src="closed.png" alt="-"/> Public Member Functions inherited from <a class="el" href="class_non_copyable.html">NonCopyable</a></td></tr>
- <tr class="memitem:a809b6e4ade7ae32f6d248f2a3b783d45 inherit pub_methods_class_non_copyable" id="r_a809b6e4ade7ae32f6d248f2a3b783d45"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#a809b6e4ade7ae32f6d248f2a3b783d45">NonCopyable</a> ()=default</td></tr>
- <tr class="separator:a809b6e4ade7ae32f6d248f2a3b783d45 inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:a501d34ffcc34b30de6d541887a901057 inherit pub_methods_class_non_copyable" id="r_a501d34ffcc34b30de6d541887a901057"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#a501d34ffcc34b30de6d541887a901057">NonCopyable</a> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &)=delete</td></tr>
- <tr class="separator:a501d34ffcc34b30de6d541887a901057 inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- <tr class="memitem:aaf9b12dcaae80c9d304df7a941d4e21f inherit pub_methods_class_non_copyable" id="r_aaf9b12dcaae80c9d304df7a941d4e21f"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_non_copyable.html#aaf9b12dcaae80c9d304df7a941d4e21f">operator=</a> (const <a class="el" href="class_non_copyable.html">NonCopyable</a> &)=delete</td></tr>
- <tr class="separator:aaf9b12dcaae80c9d304df7a941d4e21f inherit pub_methods_class_non_copyable"><td class="memSeparator" colspan="2"> </td></tr>
- </table><table class="memberdecls">
- <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
- Public Attributes</h2></td></tr>
- <tr class="memitem:ab7c49c006037265b684bccd7d9b4cd22" id="r_ab7c49c006037265b684bccd7d9b4cd22"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_array.html">Array</a>< <a class="el" href="class_character_virtual.html">CharacterVirtual</a> * > </td><td class="memItemRight" valign="bottom"><a class="el" href="#ab7c49c006037265b684bccd7d9b4cd22">mCharacters</a></td></tr>
- <tr class="memdesc:ab7c49c006037265b684bccd7d9b4cd22"><td class="mdescLeft"> </td><td class="mdescRight">The list of characters to check collision against. <br /></td></tr>
- <tr class="separator:ab7c49c006037265b684bccd7d9b4cd22"><td class="memSeparator" colspan="2"> </td></tr>
- </table>
- <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
- <div class="textblock"><p>Simple collision checker that loops over all registered characters. This is a brute force checking algorithm. If you have a lot of characters you may want to store your characters in a hierarchical structure to make this more efficient. Note that this is not thread safe, so make sure that only one <a class="el" href="class_character_virtual.html">CharacterVirtual</a> is checking collision at a time. </p>
- </div><h2 class="groupheader">Member Function Documentation</h2>
- <a id="a1c9a2607b50bd68ced9c7262d01cad67" name="a1c9a2607b50bd68ced9c7262d01cad67"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a1c9a2607b50bd68ced9c7262d01cad67">◆ </a></span>Add()</h2>
- <div class="memitem">
- <div class="memproto">
- <table class="mlabels">
- <tr>
- <td class="mlabels-left">
- <table class="memname">
- <tr>
- <td class="memname">void CharacterVsCharacterCollisionSimple::Add </td>
- <td>(</td>
- <td class="paramtype"><a class="el" href="class_character_virtual.html">CharacterVirtual</a> *</td> <td class="paramname"><span class="paramname"><em>inCharacter</em></span></td><td>)</td>
- <td></td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">inline</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Add a character to the list of characters to check collision against. </p>
- </div>
- </div>
- <a id="a3b514db9cada6a4fbb66cae3d39201bf" name="a3b514db9cada6a4fbb66cae3d39201bf"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a3b514db9cada6a4fbb66cae3d39201bf">◆ </a></span>CastCharacter()</h2>
- <div class="memitem">
- <div class="memproto">
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- <tr>
- <td class="mlabels-left">
- <table class="memname">
- <tr>
- <td class="memname">void CharacterVsCharacterCollisionSimple::CastCharacter </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *</td> <td class="paramname"><span class="paramname"><em>inCharacter</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a61b9fb9774ecfc9a33318eead7118ee9">RMat44Arg</a></td> <td class="paramname"><span class="paramname"><em>inCenterOfMassTransform</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_math_types_8h.html#a6bc57c31f15cea47640b580d03737c68">Vec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inDirection</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="class_shape_cast_settings.html">ShapeCastSettings</a> &</td> <td class="paramname"><span class="paramname"><em>inShapeCastSettings</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inBaseOffset</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_shape_8h.html#a501dee38fc3089311c7c9408ceda7401">CastShapeCollector</a> &</td> <td class="paramname"><span class="paramname"><em>ioCollector</em></span> ) const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">override</span><span class="mlabel">virtual</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Cast a character against other CharacterVirtuals. </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inCharacter</td><td>The character to cast. </td></tr>
- <tr><td class="paramname">inCenterOfMassTransform</td><td>Center of mass transform for this character. </td></tr>
- <tr><td class="paramname">inDirection</td><td>Direction and length to cast in. </td></tr>
- <tr><td class="paramname">inShapeCastSettings</td><td>Settings for the shape cast. </td></tr>
- <tr><td class="paramname">inBaseOffset</td><td>All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer e.g. GetPosition() since floats are most accurate near the origin </td></tr>
- <tr><td class="paramname">ioCollector</td><td>Collision collector that receives the collision results. </td></tr>
- </table>
- </dd>
- </dl>
- <p>Implements <a class="el" href="class_character_vs_character_collision.html#acaecf7e7bdb70d2cade8e585b64a1b82">CharacterVsCharacterCollision</a>.</p>
- </div>
- </div>
- <a id="a7785735e8caff3effb04f2325d661d46" name="a7785735e8caff3effb04f2325d661d46"></a>
- <h2 class="memtitle"><span class="permalink"><a href="#a7785735e8caff3effb04f2325d661d46">◆ </a></span>CollideCharacter()</h2>
- <div class="memitem">
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- <td class="mlabels-left">
- <table class="memname">
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- <td class="memname">void CharacterVsCharacterCollisionSimple::CollideCharacter </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *</td> <td class="paramname"><span class="paramname"><em>inCharacter</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a61b9fb9774ecfc9a33318eead7118ee9">RMat44Arg</a></td> <td class="paramname"><span class="paramname"><em>inCenterOfMassTransform</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype">const <a class="el" href="class_collide_shape_settings.html">CollideShapeSettings</a> &</td> <td class="paramname"><span class="paramname"><em>inCollideShapeSettings</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_real_8h.html#a43bea2d9c57780b4b66bab1312fd77f3">RVec3Arg</a></td> <td class="paramname"><span class="paramname"><em>inBaseOffset</em></span>, </td>
- </tr>
- <tr>
- <td class="paramkey"></td>
- <td></td>
- <td class="paramtype"><a class="el" href="_shape_8h.html#af33744a7638d2c8e3ba97737b069f8d2">CollideShapeCollector</a> &</td> <td class="paramname"><span class="paramname"><em>ioCollector</em></span> ) const</td>
- </tr>
- </table>
- </td>
- <td class="mlabels-right">
- <span class="mlabels"><span class="mlabel">override</span><span class="mlabel">virtual</span></span> </td>
- </tr>
- </table>
- </div><div class="memdoc">
- <p>Collide a character against other CharacterVirtuals. </p><dl class="params"><dt>Parameters</dt><dd>
- <table class="params">
- <tr><td class="paramname">inCharacter</td><td>The character to collide. </td></tr>
- <tr><td class="paramname">inCenterOfMassTransform</td><td>Center of mass transform for this character. </td></tr>
- <tr><td class="paramname">inCollideShapeSettings</td><td>Settings for the collision check. </td></tr>
- <tr><td class="paramname">inBaseOffset</td><td>All hit results will be returned relative to this offset, can be zero to get results in world position, but when you're testing far from the origin you get better precision by picking a position that's closer e.g. GetPosition() since floats are most accurate near the origin </td></tr>
- <tr><td class="paramname">ioCollector</td><td>Collision collector that receives the collision results. </td></tr>
- </table>
- </dd>
- </dl>
- <p>Implements <a class="el" href="class_character_vs_character_collision.html#a1336885e4964801d0812b3089faa674b">CharacterVsCharacterCollision</a>.</p>
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- <h2 class="memtitle"><span class="permalink"><a href="#a63d4e54dee0aca96e4c77e7c78a6b350">◆ </a></span>Remove()</h2>
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- <td class="memname"><a class="el" href="_core_8h.html#ad14098b68b8c44ea6112601031268405">JPH_NAMESPACE_BEGIN</a> void CharacterVsCharacterCollisionSimple::Remove </td>
- <td>(</td>
- <td class="paramtype">const <a class="el" href="class_character_virtual.html">CharacterVirtual</a> *</td> <td class="paramname"><span class="paramname"><em>inCharacter</em></span></td><td>)</td>
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- <p>Remove a character from the list of characters to check collision against. </p>
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- <h2 class="groupheader">Member Data Documentation</h2>
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- <h2 class="memtitle"><span class="permalink"><a href="#ab7c49c006037265b684bccd7d9b4cd22">◆ </a></span>mCharacters</h2>
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- <td class="memname"><a class="el" href="class_array.html">Array</a><<a class="el" href="class_character_virtual.html">CharacterVirtual</a> *> CharacterVsCharacterCollisionSimple::mCharacters</td>
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- <p>The list of characters to check collision against. </p>
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- </div>
- <hr/>The documentation for this class was generated from the following files:<ul>
- <li>Jolt/Physics/Character/<a class="el" href="_character_virtual_8h_source.html">CharacterVirtual.h</a></li>
- <li>Jolt/Physics/Character/<a class="el" href="_character_virtual_8cpp.html">CharacterVirtual.cpp</a></li>
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