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Jolt Physics
A multi core friendly Game Physics Engine
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#include <SoftBodyVertex.h>
Public Attributes | |
| Vec3 | mPreviousPosition |
| Position at the previous time step. More... | |
| Vec3 | mPosition |
| Position, relative to the center of mass of the soft body. More... | |
| Vec3 | mVelocity |
| Velocity, relative to the center of mass of the soft body. More... | |
| Plane | mCollisionPlane |
| Nearest collision plane, relative to the center of mass of the soft body. More... | |
| int | mCollidingShapeIndex |
| Index in the colliding shapes list of the body we may collide with. More... | |
| bool | mHasContact |
| True if the vertex has collided with anything in the last update. More... | |
| float | mLargestPenetration |
| Used while finding the collision plane, stores the largest penetration found so far. More... | |
| float | mInvMass |
| Inverse mass (1 / mass) More... | |
Run time information for a single particle of a soft body Note that at run-time you should only modify the inverse mass and/or velocity of a vertex to control the soft body. Modifying the position can lead to missed collisions. The other members are used internally by the soft body solver.
| int SoftBodyVertex::mCollidingShapeIndex |
Index in the colliding shapes list of the body we may collide with.
| Plane SoftBodyVertex::mCollisionPlane |
Nearest collision plane, relative to the center of mass of the soft body.
| bool SoftBodyVertex::mHasContact |
True if the vertex has collided with anything in the last update.
| float SoftBodyVertex::mInvMass |
Inverse mass (1 / mass)
| float SoftBodyVertex::mLargestPenetration |
Used while finding the collision plane, stores the largest penetration found so far.
| Vec3 SoftBodyVertex::mPosition |
Position, relative to the center of mass of the soft body.
| Vec3 SoftBodyVertex::mPreviousPosition |
Position at the previous time step.
| Vec3 SoftBodyVertex::mVelocity |
Velocity, relative to the center of mass of the soft body.