gwnavruntime/collision/collisionraycastquery.h Source File
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20 static QueryType GetStaticType() {
return TypeCollisionRayCast; }
25 virtual void BuildQueryBlob(BaseBlobHandler* blobHandler);
26 virtual void InitFromQueryBlob(
World* world,
void* blob);
27 virtual Ptr<BaseBlobHandler> CreateQueryBlobHandler() {
return CreateStaticQueryBlobHandler(); }
28 static Ptr<BaseBlobHandler> CreateStaticQueryBlobHandler();
32 CollisionRayCastQuery() : m_world(nullptr), m_result(
RayDidNotHit) {}
34 virtual ~CollisionRayCastQuery() {}
42 void Initialize(
const Vec3f& start,
const Vec3f& dest);
45 virtual void Advance(WorkingMemory*);
51 const Vec3f& GetStartPos()
const {
return m_start; }
52 const Vec3f& GetDestPos()
const {
return m_dest; }
void PerformQuery()
Performs the query.
Definition: collisionraycastquery.cpp:47
virtual QueryType GetType() const
Get query type.
Definition: collisionraycastquery.h:21
Base class for all the queries that do not need to be time-sliced.
Definition: iquery.h:245
This class is a runtime container for Autodesk Navigation WorldElements such as NavData, Bots, BoxObstacles, TagVolumes...
Definition: world.h:52
virtual void Advance(WorkingMemory *)
workingMemory is not used
Definition: collisionraycastquery.cpp:45
QueryType
Enumerates all the type of query.
Definition: iquery.h:25
CollisionRayCastResult
CollisionRayCastResult.
Definition: collisiontypes.h:15
The Autodesk Navigation namespace.
Definition: gamekitcrowddispersion.cpp:17
RayDidNotHit.
Definition: collisiontypes.h:18
void BindToWorld(World *world)
Associates the query to this world, clears all the inputs and outputs and sets all other parameters t...
Definition: collisionraycastquery.cpp:26
Query that performs a 3D raycast against the physical geometry in a CollisionWorld.
Definition: collisionraycastquery.h:17
void Initialize()
Should be called by the derived class prior to perform the query or to push it in a QueryQueue...
Definition: iquery.h:220