Leviathan  0.8.0.0
Leviathan game engine
Leviathan::RayCastData Struct Reference

#include <GameWorld.h>

Public Member Functions

DLLEXPORT RayCastData (int maxcount, const Float3 &from, const Float3 &to)
 
DLLEXPORT ~RayCastData ()
 

Public Attributes

std::vector< RayCastHitEntity * > HitEntities
 
int MaxCount
 
Float3 BaseHitLocationCalcVar
 

Detailed Description

Definition at line 78 of file GameWorld.h.

Constructor & Destructor Documentation

◆ RayCastData()

DLLEXPORT Leviathan::RayCastData::RayCastData ( int  maxcount,
const Float3 from,
const Float3 to 
)

Definition at line 1568 of file GameWorld.cpp.

1569  :
1570  MaxCount(maxcount),
1571  // Formula based on helpful guy on Newton forums
1572  BaseHitLocationCalcVar(from + (to - from))
1573 {
1574  // Reserve memory for maximum number of objects //
1575  HitEntities.reserve(maxcount);
1576 }
std::vector< RayCastHitEntity * > HitEntities
Definition: GameWorld.h:83
Float3 BaseHitLocationCalcVar
Definition: GameWorld.h:87

◆ ~RayCastData()

DLLEXPORT Leviathan::RayCastData::~RayCastData ( )

Definition at line 1578 of file GameWorld.cpp.

1579 {
1580  // We want to release all hit data //
1582 }
#define SAFE_RELEASE_VECTOR(x)
Definition: Define.h:119
std::vector< RayCastHitEntity * > HitEntities
Definition: GameWorld.h:83

Member Data Documentation

◆ BaseHitLocationCalcVar

Float3 Leviathan::RayCastData::BaseHitLocationCalcVar

Definition at line 87 of file GameWorld.h.

◆ HitEntities

std::vector<RayCastHitEntity*> Leviathan::RayCastData::HitEntities

Definition at line 83 of file GameWorld.h.

◆ MaxCount

int Leviathan::RayCastData::MaxCount

Definition at line 85 of file GameWorld.h.


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