Jolt Physics
A multi core friendly Game Physics Engine
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Settings to be passed with a collision query. More...
#include <CollideShape.h>
Public Attributes | |
JPH_OVERRIDE_NEW_DELETE float | mMaxSeparationDistance = 0.0f |
EBackFaceMode | mBackFaceMode = EBackFaceMode::IgnoreBackFaces |
How backfacing triangles should be treated. | |
Public Attributes inherited from CollideSettingsBase | |
JPH_OVERRIDE_NEW_DELETE EActiveEdgeMode | mActiveEdgeMode = EActiveEdgeMode::CollideOnlyWithActive |
How active edges (edges that a moving object should bump into) are handled. | |
ECollectFacesMode | mCollectFacesMode = ECollectFacesMode::NoFaces |
If colliding faces should be collected or only the collision point. | |
float | mCollisionTolerance = cDefaultCollisionTolerance |
If objects are closer than this distance, they are considered to be colliding (used for GJK) (unit: meter) | |
float | mPenetrationTolerance = cDefaultPenetrationTolerance |
A factor that determines the accuracy of the penetration depth calculation. If the change of the squared distance is less than tolerance * current_penetration_depth^2 the algorithm will terminate. (unit: dimensionless) | |
Vec3 | mActiveEdgeMovementDirection = Vec3::sZero() |
When mActiveEdgeMode is CollideOnlyWithActive a movement direction can be provided. When hitting an inactive edge, the system will select the triangle normal as penetration depth only if it impedes the movement less than with the calculated penetration depth. | |
Settings to be passed with a collision query.
EBackFaceMode CollideShapeSettings::mBackFaceMode = EBackFaceMode::IgnoreBackFaces |
How backfacing triangles should be treated.
JPH_OVERRIDE_NEW_DELETE float CollideShapeSettings::mMaxSeparationDistance = 0.0f |
When > 0 contacts in the vicinity of the query shape can be found. All nearest contacts that are not further away than this distance will be found. Note that in this case CollideShapeResult::mPenetrationDepth can become negative to indicate that objects are not overlapping. (unit: meter)