Property | Type | Description | |
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Pool | ResourcePool |
Method | Description | |
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ApplyImpulse ( Jitter.LinearMath.JVector &impulse ) : void |
An impulse is applied an both contact points.
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CalculateRelativeVelocity ( ) : Jitter.LinearMath.JVector |
Calculates relative velocity of body contact points on the bodies.
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Initialize ( RigidBody body1, RigidBody body2, Jitter.LinearMath.JVector &point1, Jitter.LinearMath.JVector &point2, Jitter.LinearMath.JVector &n, float penetration, bool newContact, |
Initializes a contact.
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Iterate ( ) : void |
Solves the contact iteratively.
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PrepareForIteration ( float timestep ) : void |
PrepareForIteration has to be called before Iterate.
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UpdatePosition ( ) : void |
The points in wolrd space gets recalculated by transforming the local coordinates. Also new penetration depth is estimated.
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public ApplyImpulse ( Jitter.LinearMath.JVector &impulse ) : void | ||
impulse | Jitter.LinearMath.JVector | The impulse to apply. |
return | void |
public CalculateRelativeVelocity ( ) : Jitter.LinearMath.JVector | ||
return | Jitter.LinearMath.JVector |
public Initialize ( RigidBody body1, RigidBody body2, Jitter.LinearMath.JVector &point1, Jitter.LinearMath.JVector &point2, Jitter.LinearMath.JVector &n, float penetration, bool newContact, |
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body1 | RigidBody | The first body. |
body2 | RigidBody | The second body. |
point1 | Jitter.LinearMath.JVector | The collision point in worldspace |
point2 | Jitter.LinearMath.JVector | The collision point in worldspace |
n | Jitter.LinearMath.JVector | The normal pointing to body2. |
penetration | float | The estimated penetration depth. |
newContact | bool | |
settings | ||
return | void |
public PrepareForIteration ( float timestep ) : void | ||
timestep | float | The timestep of the simulation. |
return | void |