iMSTK
Interactive Medical Simulation Toolkit
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Union of collision elements. We use a union to avoid polymorphism. There may be many elements and accessing them needs to be quick. Additionally the union keeps them more compact and allows one to keep them on the stack. More...
#include <imstkCollisionData.h>
Classes | |
union | Element |
Public Member Functions | |
CollisionElement (const EmptyElement &element) | |
void | operator= (const EmptyElement &element) |
CollisionElement (const CellVertexElement &element) | |
void | operator= (const CellVertexElement &element) |
CollisionElement (const CellIndexElement &element) | |
void | operator= (const CellIndexElement &element) |
CollisionElement (const PointDirectionElement &element) | |
void | operator= (const PointDirectionElement &element) |
CollisionElement (const PointIndexDirectionElement &element) | |
void | operator= (const PointIndexDirectionElement &element) |
CollisionElement (const CollisionElement &other) | |
CollisionElement & | operator= (const CollisionElement &other) |
Public Attributes | |
union imstk::CollisionElement::Element | m_element |
CollisionElementType | m_type |
bool | m_ccdData = false |
Union of collision elements. We use a union to avoid polymorphism. There may be many elements and accessing them needs to be quick. Additionally the union keeps them more compact and allows one to keep them on the stack.
Definition at line 100 of file imstkCollisionData.h.