61 entity.distance = distance;
89 if (idx < 0 || idx >=
entities.size())
return nullptr;
99 if (idx < 0 || idx >=
entities.size())
return this;
Collision response entity.
vector< Vector3 > hitPoints
Vector3 * getHitPoint(int32_t idx)
Get hit point of given index.
CollisionResponse * selectEntity(int32_t idx)
Selects entity at given index.
CollisionResponse_Entity * selectedEntity
CollisionResponse()
Public constructor.
int32_t getHitPointCount()
CollisionResponse_Entity * getEntity(int32_t idx)
Selects entity at given index.
friend class CollisionResponse_Entity
const vector< Vector3 > & getHitPoints()
static constexpr int32_t HITPOINT_COUNT
vector< CollisionResponse_Entity > entities
const Vector3 * getNormal()
vector< Vector3 > fallbackHitPointsVector
CollisionResponse_Entity * addResponse(float distance)
Adds a collision response entity.
CollisionResponse_Entity * getSelectedEntity()
Dynamic physics world class.
Vector3 class representing vector3 mathematical structure and operations with x, y,...