Jolt Physics
A multi core friendly Game Physics Engine
Loading...
Searching...
No Matches
AngularFrictionConstraintPart< Type1, Type2 > Class Template Reference

This is a copy of AngleConstraintPart, specialized to handle contact constraints. See the documentation of AngleConstraintPart for more documentation behind the math. More...

#include <AngularFrictionConstraintPart.h>

Inheritance diagram for AngularFrictionConstraintPart< Type1, Type2 >:
AngularFrictionConstraintPart1< Type1 > AngularFrictionConstraintPart2< Type2 > ContactConstraintPart1< EMotionType::Static >

Public Member Functions

void CalculateConstraintProperties (Mat44Arg inInvI1, Mat44Arg inInvI2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f)
 See: AngleConstraintPart::CalculateConstraintProperties.
 
bool WarmStart (Vec3 &ioAngularVelocity1, Vec3 &ioAngularVelocity2, float inWarmStartImpulseRatio)
 See: AngleConstraintPart::WarmStart.
 
bool SolveVelocityConstraint (Vec3 &ioAngularVelocity1, Vec3 &ioAngularVelocity2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)
 See: AngleConstraintPart::SolveVelocityConstraint.
 
- Public Member Functions inherited from ContactConstraintPart1< EMotionType::Static >
void Deactivate ()
 Deactivate this constraint.
 
bool IsActive () const
 Check if constraint is active.
 
void SetTotalLambda (float inLambda)
 Override total lagrange multiplier, can be used to set the initial value for warm starting.
 
float GetTotalLambda () const
 Return lagrange multiplier.
 

Additional Inherited Members

- Protected Attributes inherited from ContactConstraintPart1< EMotionType::Static >
float mEffectiveMass
 
float mTotalLambda
 

Detailed Description

template<EMotionType Type1, EMotionType Type2>
class AngularFrictionConstraintPart< Type1, Type2 >

This is a copy of AngleConstraintPart, specialized to handle contact constraints. See the documentation of AngleConstraintPart for more documentation behind the math.

Member Function Documentation

◆ CalculateConstraintProperties()

template<EMotionType Type1, EMotionType Type2>
void AngularFrictionConstraintPart< Type1, Type2 >::CalculateConstraintProperties ( Mat44Arg inInvI1,
Mat44Arg inInvI2,
Vec3Arg inWorldSpaceAxis,
float inBias = 0.0f )
inline

◆ SolveVelocityConstraint()

template<EMotionType Type1, EMotionType Type2>
bool AngularFrictionConstraintPart< Type1, Type2 >::SolveVelocityConstraint ( Vec3 & ioAngularVelocity1,
Vec3 & ioAngularVelocity2,
Vec3Arg inWorldSpaceAxis,
float inMinLambda,
float inMaxLambda )
inline

◆ WarmStart()

template<EMotionType Type1, EMotionType Type2>
bool AngularFrictionConstraintPart< Type1, Type2 >::WarmStart ( Vec3 & ioAngularVelocity1,
Vec3 & ioAngularVelocity2,
float inWarmStartImpulseRatio )
inline

The documentation for this class was generated from the following file: