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Jolt Physics
A multi core friendly Game Physics Engine
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Concrete contact constraint part that dispatches to the correct templated form based on the motion types of the bodies. More...
#include <ContactConstraintPart.h>
Public Member Functions | |
| ConcreteContactConstraintPart () | |
| Constructor / destructor. | |
| ~ConcreteContactConstraintPart ()=default | |
| bool | SolveVelocityConstraint (Body &inBody1, float inInvMass1, float inInvInertiaScale1, Vec3Arg inR1PlusU, Body &inBody2, float inInvMass2, float inInvInertiaScale2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias, float inMinLambda, float inMaxLambda) |
| float | GetTotalLambda () const |
Concrete contact constraint part that dispatches to the correct templated form based on the motion types of the bodies.
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inline |
Constructor / destructor.
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default |
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inline |
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inline |
| ContactConstraintPart<EMotionType::Dynamic, EMotionType::Dynamic> ConcreteContactConstraintPart::mDD |
| ContactConstraintPart<EMotionType::Dynamic, EMotionType::Kinematic> ConcreteContactConstraintPart::mDK |
| ContactConstraintPart<EMotionType::Dynamic, EMotionType::Static> ConcreteContactConstraintPart::mDS |
| ContactConstraintPart<EMotionType::Kinematic, EMotionType::Dynamic> ConcreteContactConstraintPart::mKD |
| ContactConstraintPart<EMotionType::Static, EMotionType::Dynamic> ConcreteContactConstraintPart::mSD |