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Jolt Physics
A multi core friendly Game Physics Engine
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Collision detection helper that collides soft body vertices vs triangles. More...
#include <CollideSoftBodyVerticesVsTriangles.h>
Public Member Functions | |
| CollideSoftBodyVerticesVsTriangles (Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) | |
| JPH_INLINE void | StartVertex (const CollideSoftBodyVertexIterator &inVertex) |
| JPH_INLINE void | ProcessTriangle (Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2) |
| JPH_INLINE void | FinishVertex (const CollideSoftBodyVertexIterator &ioVertex, int inCollidingShapeIndex) const |
Public Attributes | |
| Mat44 | mTransform |
| Mat44 | mInvTransform |
| Vec3 | mScale |
| Vec3 | mLocalPosition |
| Vec3 | mV0 |
| Vec3 | mV1 |
| Vec3 | mV2 |
| Vec3 | mClosestPoint |
| float | mNormalSign |
| float | mClosestDistanceSq |
| uint32 | mSet |
Static Public Attributes | |
| static float | sTriangleThickness = 0.1f |
Collision detection helper that collides soft body vertices vs triangles.
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| float CollideSoftBodyVerticesVsTriangles::mClosestDistanceSq |
| Vec3 CollideSoftBodyVerticesVsTriangles::mClosestPoint |
| Mat44 CollideSoftBodyVerticesVsTriangles::mInvTransform |
| Vec3 CollideSoftBodyVerticesVsTriangles::mLocalPosition |
| float CollideSoftBodyVerticesVsTriangles::mNormalSign |
| Vec3 CollideSoftBodyVerticesVsTriangles::mScale |
| uint32 CollideSoftBodyVerticesVsTriangles::mSet |
| Mat44 CollideSoftBodyVerticesVsTriangles::mTransform |
| Vec3 CollideSoftBodyVerticesVsTriangles::mV0 |
| Vec3 CollideSoftBodyVerticesVsTriangles::mV1 |
| Vec3 CollideSoftBodyVerticesVsTriangles::mV2 |
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inlinestatic |
Triangles are considered to have some thickness. This thickness extends backwards along the negative triangle normal. Make this value smaller than the smallest 'wall thickness' so that the back side of the triangle doesn't protrude through the other side. Make this value too small and tunneling is more likely to occur.