15 #ifndef __BULLET_ALL_HITS_RAY_RESULT_H__
16 #define __BULLET_ALL_HITS_RAY_RESULT_H__
18 #include "pandabase.h"
20 #include "bullet_includes.h"
21 #include "bullet_utils.h"
24 #include "pandaNode.h"
25 #include "collideMask.h"
39 PN_stdfloat get_hit_fraction()
const;
41 int get_shape_part()
const;
42 int get_triangle_index()
const;
45 const btCollisionObject *_object;
68 bool has_hits()
const;
69 PN_stdfloat get_closest_hit_fraction()
const;
71 int get_num_hits()
const;
73 MAKE_SEQ(get_hits, get_num_hits, get_hit);
76 virtual bool needsCollision(btBroadphaseProxy* proxy0)
const;
77 virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,
bool normalInWorldSpace);
84 btAlignedObjectArray<int> _shapePart;
85 btAlignedObjectArray<int> _triangleIndex;
90 #include "bulletAllHitsRayResult.I"
92 #endif // __BULLET_ALL_HITS_RAY_RESULT_H__
A basic node of the scene graph or data graph.
This is a three-component vector distance (as opposed to a three-component point, which represents a ...
This is a three-component point in space (as opposed to a three-component vector, which represents a ...