Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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CastResultStruct Struct Reference

#include <castres.h>

Public Member Functions

 CastResultStruct (void)
 
void Reset (void)
 

Public Attributes

bool StartBad
 
float Fraction
 
Vector3 Normal
 
uint32 SurfaceType
 
bool ComputeContactPoint
 
Vector3 ContactPoint
 

Detailed Description

CastResultStruct Result of a volume or ray cast operation will be stored in the following structure NOTE: If you can avoid it, do not enable ComputeContactPoint. When casting rays, it is more efficient to use the resulting Fraction to compute the contact point outside of the collision detection code. In the case of AABox sweeping for character collision detection, you don't usually need the actual point of contact, etc etc.

The default state of ComputeContactPoint is false

Definition at line 59 of file castres.h.

Constructor & Destructor Documentation

◆ CastResultStruct()

CastResultStruct::CastResultStruct ( void )
inline

Definition at line 61 of file castres.h.

Member Function Documentation

◆ Reset()

void CastResultStruct::Reset ( void )
inline

Definition at line 62 of file castres.h.

Member Data Documentation

◆ ComputeContactPoint

bool CastResultStruct::ComputeContactPoint

Definition at line 69 of file castres.h.

◆ ContactPoint

Vector3 CastResultStruct::ContactPoint

Definition at line 70 of file castres.h.

◆ Fraction

float CastResultStruct::Fraction

Definition at line 65 of file castres.h.

◆ Normal

Vector3 CastResultStruct::Normal

Definition at line 66 of file castres.h.

◆ StartBad

bool CastResultStruct::StartBad

Definition at line 64 of file castres.h.

◆ SurfaceType

uint32 CastResultStruct::SurfaceType

Definition at line 67 of file castres.h.


The documentation for this struct was generated from the following file: