Jolt Physics
A multi core friendly Game Physics Engine
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ContactConstraintPart< Type1, Type2 > Member List

This is the complete list of members for ContactConstraintPart< Type1, Type2 >, including all inherited members.

CalculateConstraintProperties(float inInvMass1, Mat44Arg inInvI1, Vec3Arg inR1PlusU, float inInvMass2, Mat44Arg inInvI2, Vec3Arg inR2, Vec3Arg inWorldSpaceAxis, float inBias=0.0f)ContactConstraintPart< Type1, Type2 >inline
Deactivate()ContactConstraintPart1< Type1 >inline
GetTotalLambda() constContactConstraintPart1< Type1 >inline
IsActive() constContactConstraintPart1< Type1 >inline
mBiasContactConstraintPart1< Type1 >protected
mEffectiveMassContactConstraintPart1< Type1 >protected
mTotalLambdaContactConstraintPart1< Type1 >protected
SetTotalLambda(float inLambda)ContactConstraintPart1< Type1 >inline
SolvePositionConstraint(Body &ioBody1, float inInvMass1, Body &ioBody2, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inC, float inBaumgarte) constContactConstraintPart< Type1, Type2 >inline
SolveVelocityConstraint(Vec3 &ioLinearVelocity1, Vec3 &ioAngularVelocity1, Vec3 &ioLinearVelocity2, Vec3 &ioAngularVelocity2, float inInvMass1, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inMinLambda, float inMaxLambda)ContactConstraintPart< Type1, Type2 >inline
SolveVelocityConstraintApplyLambda(Vec3 &ioLinearVelocity1, Vec3 &ioAngularVelocity1, Vec3 &ioLinearVelocity2, Vec3 &ioAngularVelocity2, float inInvMass1, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inTotalLambda)ContactConstraintPart< Type1, Type2 >inline
SolveVelocityConstraintGetTotalLambda(Vec3Arg inLinearVelocity1, Vec3Arg inAngularVelocity1, Vec3Arg inLinearVelocity2, Vec3Arg inAngularVelocity2, Vec3Arg inWorldSpaceAxis) constContactConstraintPart< Type1, Type2 >inline
WarmStart(Vec3 &ioLinearVelocity1, Vec3 &ioAngularVelocity1, Vec3 &ioLinearVelocity2, Vec3 &ioAngularVelocity2, float inInvMass1, float inInvMass2, Vec3Arg inWorldSpaceAxis, float inWarmStartImpulseRatio)ContactConstraintPart< Type1, Type2 >inline