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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. More... | |
| 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. More... | |
| float | mInvInertiaScale2 = 1.0f |
| Scale factor for the inverse inertia of the other body (usually same as mInvMassScale2) More... | |
| bool | mIsSensor |
| If the contact should be treated as a sensor vs body contact (no collision response) More... | |
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)