15 #include "bulletClosestHitSweepResult.h"
22 BulletClosestHitSweepResult::
23 BulletClosestHitSweepResult(
const btVector3 &from_pos,
const btVector3 &to_pos,
const CollideMask &mask)
24 : btCollisionWorld::ClosestConvexResultCallback(from_pos, to_pos), _mask(mask) {
36 btCollisionObject *obj0 = (btCollisionObject *) proxy0->m_clientObject;
40 return (_mask & mask0) != 0;
48 bool BulletClosestHitSweepResult::
59 PN_stdfloat BulletClosestHitSweepResult::
60 get_hit_fraction()
const {
62 return (PN_stdfloat)m_closestHitFraction;
70 const PandaNode *BulletClosestHitSweepResult::
73 const btCollisionObject *objectPtr = m_hitCollisionObject;
74 return (objectPtr) ? (
const PandaNode *)objectPtr->getUserPointer() : NULL;
82 LPoint3 BulletClosestHitSweepResult::
85 return btVector3_to_LPoint3(m_hitPointWorld);
93 LVector3 BulletClosestHitSweepResult::
94 get_hit_normal()
const {
96 return btVector3_to_LVector3(m_hitNormalWorld);
104 LPoint3 BulletClosestHitSweepResult::
105 get_from_pos()
const {
107 return btVector3_to_LPoint3(m_convexFromWorld);
115 LPoint3 BulletClosestHitSweepResult::
118 return btVector3_to_LPoint3(m_convexToWorld);
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 ...
virtual bool needsCollision(btBroadphaseProxy *proxy0) const
Override default implementation.