1 #include "ClosestNotMeRayResultCallback.h" 2 ClosestNotMeRayResultCallback(btCollisionObject * me)3ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback (btCollisionObject* me) 4 : ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)) 5 { 6 m_me = me; 7 } 8 addSingleResult(btCollisionWorld::LocalRayResult & rayResult,bool normalInWorldSpace)9btScalar ClosestNotMeRayResultCallback::addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace) 10 { 11 if (rayResult.m_collisionObject == m_me) 12 return 1.0; 13 14 return ClosestNotMeRayResultCallback::ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace); 15 } 16