#include <SIM_RelationshipCollide.h>

Public Member Functions | |
| GETSET_DATA_FUNCS_I (SIM_NAME_PRIORITY, Priority) | |
| const SIM_Collider * | getCollider () const |
Protected Member Functions | |
| SIM_RelationshipCollide (const SIM_DataFactory *factory) | |
| virtual | ~SIM_RelationshipCollide () |
Definition at line 25 of file SIM_RelationshipCollide.h.
| SIM_RelationshipCollide::SIM_RelationshipCollide | ( | const SIM_DataFactory * | factory | ) | [explicit, protected] |
| virtual SIM_RelationshipCollide::~SIM_RelationshipCollide | ( | ) | [protected, virtual] |
| const SIM_Collider* SIM_RelationshipCollide::getCollider | ( | ) | const |
Gets the const SIM_Collider subdata that defines the collision detection method to use. This data is found by returning the first SIM_Collider subdata attached to this data. If no SIM_Collider subdata is attached to this relationship, the standard method of finding a proper default collider for a pair of objects is used. For information on this, see the SIM_ColliderLabel class.
| SIM_RelationshipCollide::GETSET_DATA_FUNCS_I | ( | SIM_NAME_PRIORITY | , | |
| Priority | ||||
| ) |
The priority parameter is used when two or more collision relationships apply to the same pair of objects. In that case, the collision relationship with the higher priority is used to determine what collider to use for those objects. An example of this would be where several cloth objects are set up in a mutual collision relationship, but the user doesn't want to do any self-collision detection. In this case the mutual collision data between all the cloth objects would be given a low priority. Then each cloth object would have a high priority collision relationship with just itself, and specifying a SIM_ColliderNone as the collider.
1.5.9