botw/src/KingSystem/Physics/System/physRayCastBodyQuery.cpp

30 lines
804 B
C++

#include "KingSystem/Physics/System/physRayCastBodyQuery.h"
namespace ksys::phys {
RayCastBodyQuery::RayCastBodyQuery(SystemGroupHandler* group_handler, GroundHit ground_hit)
: RayCast(group_handler, ground_hit) {}
RayCastBodyQuery::~RayCastBodyQuery() = default;
bool RayCastBodyQuery::worldRayCast(ContactLayerType layer_type) {
mHitRigidBody = nullptr;
return RayCast::worldRayCast(layer_type);
}
bool RayCastBodyQuery::shapeRayCast(RigidBody* rigid_body) {
mHitRigidBody = nullptr;
return RayCast::shapeRayCast(rigid_body);
}
bool RayCastBodyQuery::phantomRayCast(Phantom* phantom) {
mHitRigidBody = nullptr;
return RayCast::phantomRayCast(phantom);
}
void RayCastBodyQuery::onRigidBodyHit(RigidBody* body) {
mHitRigidBody = body;
}
} // namespace ksys::phys