Jolt Physics
A multi core friendly Game Physics Engine
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ManifoldBetweenTwoFaces.h File Reference

Go to the source code of this file.

Functions

JPH_NAMESPACE_BEGIN void PruneContactPoints (Vec3Arg inPenetrationAxis, ContactPoints &ioContactPointsOn1, ContactPoints &ioContactPointsOn2, RVec3Arg inCenterOfMass)
 
void ManifoldBetweenTwoFaces (Vec3Arg inContactPoint1, Vec3Arg inContactPoint2, Vec3Arg inPenetrationAxis, float inSpeculativeContactDistanceSq, const ConvexShape::SupportingFace &inShape1Face, const ConvexShape::SupportingFace &inShape2Face, ContactPoints &outContactPoints1, ContactPoints &outContactPoints2, RVec3Arg inCenterOfMass)
 

Function Documentation

◆ ManifoldBetweenTwoFaces()

void ManifoldBetweenTwoFaces ( Vec3Arg  inContactPoint1,
Vec3Arg  inContactPoint2,
Vec3Arg  inPenetrationAxis,
float  inSpeculativeContactDistanceSq,
const ConvexShape::SupportingFace inShape1Face,
const ConvexShape::SupportingFace inShape2Face,
ContactPoints outContactPoints1,
ContactPoints outContactPoints2,
RVec3Arg  inCenterOfMass 
)

Determine contact points between 2 faces of 2 shapes and return them in outContactPoints 1 & 2

Parameters
inContactPoint1The contact point on shape 1 relative to inCenterOfMass
inContactPoint2The contact point on shape 2 relative to inCenterOfMass
inPenetrationAxisThe local space penetration axis in world space
inSpeculativeContactDistanceSqSquared speculative contact distance, any contact further apart than this distance will be discarded
inShape1FaceThe supporting faces on shape 1 relative to inCenterOfMass
inShape2FaceThe supporting faces on shape 2 relative to inCenterOfMass
outContactPoints1Returns the contact points between the two shapes for shape 1 relative to inCenterOfMass (any existing points in the output array are left as is)
outContactPoints2Returns the contact points between the two shapes for shape 2 relative to inCenterOfMass (any existing points in the output array are left as is)
inCenterOfMassCenter of mass position of body 1

◆ PruneContactPoints()

JPH_NAMESPACE_BEGIN void PruneContactPoints ( Vec3Arg  inPenetrationAxis,
ContactPoints ioContactPointsOn1,
ContactPoints ioContactPointsOn2,
RVec3Arg  inCenterOfMass 
)

Remove contact points if there are > 4 (no more than 4 are needed for a stable solution)

Parameters
inPenetrationAxisis the world space penetration axis (must be normalized)
ioContactPointsOn1The contact points on shape 1 relative to inCenterOfMass
ioContactPointsOn2The contact points on shape 2 relative to inCenterOfMass On output ioContactPointsOn1/2 are reduced to 4 or less points
inCenterOfMassCenter of mass position of body 1