/** * @param worldPoint The point to test (in world-space coordinates) * @return True if the point is inside the body */ bool CollisionBody::testPointInside(const Vector3& worldPoint) const { // For each collision shape of the body for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) { // Test if the point is inside the collision shape if (shape->testPointInside(worldPoint)) return true; } return false; }