19 BulletClosestHitSweepResult::
20 BulletClosestHitSweepResult(
const btVector3 &from_pos,
const btVector3 &to_pos,
const CollideMask &mask)
21 : btCollisionWorld::ClosestConvexResultCallback(from_pos, to_pos), _mask(mask) {
31 btCollisionObject *obj0 = (btCollisionObject *) proxy0->m_clientObject;
35 return (_mask & mask0) != 0;
41 bool BulletClosestHitSweepResult::
50 PN_stdfloat BulletClosestHitSweepResult::
51 get_hit_fraction()
const {
53 return (PN_stdfloat)m_closestHitFraction;
62 const btCollisionObject *objectPtr = m_hitCollisionObject;
63 return (objectPtr) ? (
PandaNode *)objectPtr->getUserPointer() :
nullptr;
69 LPoint3 BulletClosestHitSweepResult::
72 return btVector3_to_LPoint3(m_hitPointWorld);
78 LVector3 BulletClosestHitSweepResult::
79 get_hit_normal()
const {
81 return btVector3_to_LVector3(m_hitNormalWorld);
87 LPoint3 BulletClosestHitSweepResult::
88 get_from_pos()
const {
90 return btVector3_to_LPoint3(m_convexFromWorld);
96 LPoint3 BulletClosestHitSweepResult::
99 return btVector3_to_LPoint3(m_convexToWorld);
A basic node of the scene graph or data graph.
virtual bool needsCollision(btBroadphaseProxy *proxy0) const
Override default implementation.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.