Jolt Physics
A multi core friendly Game Physics Engine
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Manifold class, describes the contact surface between two bodies. More...
#include <ContactListener.h>
Public Member Functions | |
ContactManifold | SwapShapes () const |
Swaps shape 1 and 2. | |
RVec3 | GetWorldSpaceContactPointOn1 (uint inIndex) const |
Access to the world space contact positions. | |
RVec3 | GetWorldSpaceContactPointOn2 (uint inIndex) const |
Public Attributes | |
RVec3 | mBaseOffset |
Offset to which all the contact points are relative. | |
Vec3 | mWorldSpaceNormal |
Normal for this manifold, direction along which to move body 2 out of collision along the shortest path. | |
float | mPenetrationDepth |
Penetration depth (move shape 2 by this distance to resolve the collision) | |
SubShapeID | mSubShapeID1 |
Sub shapes that formed this manifold (note that when multiple manifolds are combined because they're coplanar, we lose some information here because we only keep track of one sub shape pair that we encounter) | |
SubShapeID | mSubShapeID2 |
ContactPoints | mRelativeContactPointsOn1 |
Contact points on the surface of shape 1 relative to mBaseOffset. | |
ContactPoints | mRelativeContactPointsOn2 |
Contact points on the surface of shape 2 relative to mBaseOffset. If there's no penetration, this will be the same as mRelativeContactPointsOn1. If there is penetration they will be different. | |
Manifold class, describes the contact surface between two bodies.
Access to the world space contact positions.
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inline |
Swaps shape 1 and 2.
RVec3 ContactManifold::mBaseOffset |
Offset to which all the contact points are relative.
float ContactManifold::mPenetrationDepth |
Penetration depth (move shape 2 by this distance to resolve the collision)
ContactPoints ContactManifold::mRelativeContactPointsOn1 |
Contact points on the surface of shape 1 relative to mBaseOffset.
ContactPoints ContactManifold::mRelativeContactPointsOn2 |
Contact points on the surface of shape 2 relative to mBaseOffset. If there's no penetration, this will be the same as mRelativeContactPointsOn1. If there is penetration they will be different.
SubShapeID ContactManifold::mSubShapeID1 |
Sub shapes that formed this manifold (note that when multiple manifolds are combined because they're coplanar, we lose some information here because we only keep track of one sub shape pair that we encounter)
SubShapeID ContactManifold::mSubShapeID2 |
Vec3 ContactManifold::mWorldSpaceNormal |
Normal for this manifold, direction along which to move body 2 out of collision along the shortest path.