|  | Jolt Physics
    A multi core friendly Game Physics Engine | 
Structure that contains job handles for each integration sub step. More...
#include <PhysicsUpdateContext.h>
| Classes | |
| struct | CCDBody | 
| Contains the information needed to cast a body through the scene to do continuous collision detection.  More... | |
| Public Attributes | |
| Step * | mStep | 
| Step that this substeb belongs to.  More... | |
| bool | mIsFirst | 
| If this is the first substep in the step.  More... | |
| bool | mIsLast | 
| If this is the last substep in the step.  More... | |
| bool | mIsFirstOfAll | 
| If this is the first substep of the first step.  More... | |
| bool | mIsLastOfAll | 
| If this is the last substep in the last step.  More... | |
| atomic< uint32 > | mSolveVelocityConstraintsNextIsland { 0 } | 
| Next island that needs to be processed for the solve velocity constraints step (doesn't need own cache line since position jobs don't run at same time)  More... | |
| atomic< uint32 > | mSolvePositionConstraintsNextIsland { 0 } | 
| Next island that needs to be processed for the solve position constraints step (doesn't need own cache line since velocity jobs don't run at same time)  More... | |
| atomic< uint32 > | mIntegrateVelocityReadIdx { 0 } | 
| Next active body index to take when integrating velocities.  More... | |
| CCDBody * | mCCDBodies = nullptr | 
| List of bodies that need to do continuous collision detection.  More... | |
| uint32 | mCCDBodiesCapacity = 0 | 
| Capacity of the mCCDBodies list.  More... | |
| atomic< uint32 > | mNumCCDBodies = 0 | 
| Number of CCD bodies in mCCDBodies.  More... | |
| atomic< uint32 > | mNextCCDBody { 0 } | 
| Next unprocessed body index in mCCDBodies.  More... | |
| int * | mActiveBodyToCCDBody = nullptr | 
| A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies.  More... | |
| uint32 | mNumActiveBodyToCCDBody = 0 | 
| Number of indices in mActiveBodyToCCDBody.  More... | |
| JobHandleArray | mSolveVelocityConstraints | 
| Solve the constraints in the velocity domain.  More... | |
| JobHandle | mPreIntegrateVelocity | 
| Setup integration of all body positions.  More... | |
| JobHandleArray | mIntegrateVelocity | 
| Integrate all body positions.  More... | |
| JobHandle | mPostIntegrateVelocity | 
| Finalize integration of all body positions.  More... | |
| JobHandle | mResolveCCDContacts | 
| Updates the positions and velocities for all bodies that need continuous collision detection.  More... | |
| JobHandleArray | mSolvePositionConstraints | 
| Solve all constraints in the position domain.  More... | |
| JobHandle | mStartNextSubStep | 
| Trampoline job that either kicks the next sub step or the next step.  More... | |
Structure that contains job handles for each integration sub step.
| int* PhysicsUpdateContext::SubStep::mActiveBodyToCCDBody = nullptr | 
A mapping between an index in BodyManager::mActiveBodies and the index in mCCDBodies.
| CCDBody* PhysicsUpdateContext::SubStep::mCCDBodies = nullptr | 
List of bodies that need to do continuous collision detection.
| uint32 PhysicsUpdateContext::SubStep::mCCDBodiesCapacity = 0 | 
Capacity of the mCCDBodies list.
| JobHandleArray PhysicsUpdateContext::SubStep::mIntegrateVelocity | 
Integrate all body positions.
| atomic<uint32> PhysicsUpdateContext::SubStep::mIntegrateVelocityReadIdx { 0 } | 
Next active body index to take when integrating velocities.
| bool PhysicsUpdateContext::SubStep::mIsFirst | 
If this is the first substep in the step.
| bool PhysicsUpdateContext::SubStep::mIsFirstOfAll | 
If this is the first substep of the first step.
| bool PhysicsUpdateContext::SubStep::mIsLast | 
If this is the last substep in the step.
| bool PhysicsUpdateContext::SubStep::mIsLastOfAll | 
If this is the last substep in the last step.
| atomic<uint32> PhysicsUpdateContext::SubStep::mNextCCDBody { 0 } | 
Next unprocessed body index in mCCDBodies.
| uint32 PhysicsUpdateContext::SubStep::mNumActiveBodyToCCDBody = 0 | 
Number of indices in mActiveBodyToCCDBody.
| atomic<uint32> PhysicsUpdateContext::SubStep::mNumCCDBodies = 0 | 
Number of CCD bodies in mCCDBodies.
| JobHandle PhysicsUpdateContext::SubStep::mPostIntegrateVelocity | 
Finalize integration of all body positions.
| JobHandle PhysicsUpdateContext::SubStep::mPreIntegrateVelocity | 
Setup integration of all body positions.
| JobHandle PhysicsUpdateContext::SubStep::mResolveCCDContacts | 
Updates the positions and velocities for all bodies that need continuous collision detection.
| JobHandleArray PhysicsUpdateContext::SubStep::mSolvePositionConstraints | 
Solve all constraints in the position domain.
| atomic<uint32> PhysicsUpdateContext::SubStep::mSolvePositionConstraintsNextIsland { 0 } | 
Next island that needs to be processed for the solve position constraints step (doesn't need own cache line since velocity jobs don't run at same time)
| JobHandleArray PhysicsUpdateContext::SubStep::mSolveVelocityConstraints | 
Solve the constraints in the velocity domain.
| atomic<uint32> PhysicsUpdateContext::SubStep::mSolveVelocityConstraintsNextIsland { 0 } | 
Next island that needs to be processed for the solve velocity constraints step (doesn't need own cache line since position jobs don't run at same time)
| JobHandle PhysicsUpdateContext::SubStep::mStartNextSubStep | 
Trampoline job that either kicks the next sub step or the next step.