hkpLinearCastCollisionInput.h
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上传日期:2020-08-09
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其他游戏
开发平台:
Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_COLLIDE2_LINEAR_CAST_COLLISION_INPUT_H
- #define HK_COLLIDE2_LINEAR_CAST_COLLISION_INPUT_H
- #include <Physics/Collide/Agent/hkpProcessCollisionInput.h>
- /// This structure is used for all linear cast queries.
- struct hkpLinearCastCollisionInput : public hkpCollisionInput
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR(HK_MEMORY_CLASS_AGENT, hkpLinearCastCollisionInput);
- /// Constructor initializes m_maxExtraPenetration to HK_REAL_EPSILON
- inline hkpLinearCastCollisionInput();
- /// Constructor copies everything it can from the hkpProcessCollisionInput
- inline void set( const hkpProcessCollisionInput& input );
- /// Sets the path, and the cached Path length.
- inline void setPathAndTolerance( const hkVector4& path, hkReal tolerance );
- /// The path from in world space for object A relative to object B.
- /// It is calculated from the destination position - the original position of object A
- /// Note: make sure you set the m_cachedPathLength to be the length of this vector.
- hkVector4 m_path;
- /// If the cast is parallel to a given surface, it does not report a hit
- /// as long it does not move closer by more than m_maxExtraPenetration distance.
- /// Note: Every call the caster is allowed to get m_maxExtraPenetration closer,
- /// so the caller must prevent the objects of sinking in.
- hkReal m_maxExtraPenetration;
- /// This value is used for optimization purposes. It is the length of the m_path vector.
- hkReal m_cachedPathLength;
- /// A pointer to a structure containing internal collision tolerances etc.
- hkpCollisionAgentConfig* m_config;
- };
- #include <Physics/Collide/Agent/Query/hkpLinearCastCollisionInput.inl>
- #endif // HK_COLLIDE2_LINEAR_CAST_COLLISION_INPUT_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */