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| static void | sBuildIslands (Constraint **inActiveConstraints, uint32 inNumActiveConstraints, IslandBuilder &ioBuilder, BodyManager &inBodyManager) |
| | Link bodies to form islands.
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| static void | sSortConstraints (Constraint **inActiveConstraints, uint32 *inConstraintIdxBegin, uint32 *inConstraintIdxEnd) |
| | In order to have a deterministic simulation, we need to sort the constraints of an island before solving them.
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| static void | sSetupVelocityConstraints (Constraint **inActiveConstraints, uint32 inNumActiveConstraints, float inDeltaTime) |
| | Prior to solving the velocity constraints, you must call SetupVelocityConstraints once to precalculate values that are independent of velocity.
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| template<class ConstraintCallback > |
| static void | sWarmStartVelocityConstraints (Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inWarmStartImpulseRatio, ConstraintCallback &ioCallback) |
| | Apply last frame's impulses, must be called prior to SolveVelocityConstraints.
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| static bool | sSolveVelocityConstraints (Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime) |
| | This function is called multiple times to iteratively come to a solution that meets all velocity constraints.
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| static bool | sSolvePositionConstraints (Constraint **inActiveConstraints, const uint32 *inConstraintIdxBegin, const uint32 *inConstraintIdxEnd, float inDeltaTime, float inBaumgarte) |
| | This function is called multiple times to iteratively come to a solution that meets all position constraints.
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A constraint manager manages all constraints of the same type.