Jolt Physics
A multi core friendly Game Physics Engine
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SoftBodyContactSettings Class Reference

#include <SoftBodyContactListener.h>

Public Attributes

float mInvMassScale1 = 1.0f
 Scale factor for the inverse mass of the soft body (0 = infinite mass, 1 = use original mass, 2 = body has half the mass). For the same contact pair, you should strive to keep the value the same over time.
 
float mInvMassScale2 = 1.0f
 Scale factor for the inverse mass of the other body (0 = infinite mass, 1 = use original mass, 2 = body has half the mass). For the same contact pair, you should strive to keep the value the same over time.
 
float mInvInertiaScale2 = 1.0f
 Scale factor for the inverse inertia of the other body (usually same as mInvMassScale2)
 
bool mIsSensor
 If the contact should be treated as a sensor vs body contact (no collision response)
 

Detailed Description

Contact settings for a soft body contact. The values are filled in with their defaults by the system so the callback doesn't need to modify anything, but it can if it wants to.

Member Data Documentation

◆ mInvInertiaScale2

float SoftBodyContactSettings::mInvInertiaScale2 = 1.0f

Scale factor for the inverse inertia of the other body (usually same as mInvMassScale2)

◆ mInvMassScale1

float SoftBodyContactSettings::mInvMassScale1 = 1.0f

Scale factor for the inverse mass of the soft body (0 = infinite mass, 1 = use original mass, 2 = body has half the mass). For the same contact pair, you should strive to keep the value the same over time.

◆ mInvMassScale2

float SoftBodyContactSettings::mInvMassScale2 = 1.0f

Scale factor for the inverse mass of the other body (0 = infinite mass, 1 = use original mass, 2 = body has half the mass). For the same contact pair, you should strive to keep the value the same over time.

◆ mIsSensor

bool SoftBodyContactSettings::mIsSensor

If the contact should be treated as a sensor vs body contact (no collision response)


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