Jolt Physics
A multi core friendly Game Physics Engine
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#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) | |
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.
float SoftBodyContactSettings::mInvInertiaScale2 = 1.0f |
Scale factor for the inverse inertia of the other body (usually same as mInvMassScale2)
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.
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.
bool SoftBodyContactSettings::mIsSensor |
If the contact should be treated as a sensor vs body contact (no collision response)