ContactΒΆ
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class
Contact: System.Object, IConstraint -
Jitter.ResourcePool<Contact>
Pool A contact resource pool.
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float
Restitution
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float
StaticFriction
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float
DynamicFriction
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readonly RigidBody
Body1 The first body involved in the contact.
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readonly RigidBody
Body2 The second body involved in the contact.
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readonly float
Penetration The penetration of the contact.
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readonly JVector
Position1 The collision position in world space of body1.
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readonly JVector
Position2 The collision position in world space of body2.
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readonly JVector
Tangent The contact tangent.
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readonly JVector
Normal The contact normal.
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readonly float
AppliedNormalImpulse
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readonly float
AppliedTangentImpulse
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public JVector
CalculateRelativeVelocity() Calculates relative velocity of body contact points on the bodies.
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public void
Iterate() Solves the contact iteratively.
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public void
UpdatePosition() The points in wolrd space gets recalculated by transforming the local coordinates. Also new penetration depth is estimated.
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public void
ApplyImpulse(ref JVector impulse) Parameters: - (ref) impulse (Jitter.LinearMath.JVector) –
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public void
ApplyImpulse(JVector impulse) Parameters: - impulse (Jitter.LinearMath.JVector) –
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public void
PrepareForIteration(float timestep) PrepareForIteration has to be called before M:Jitter.Dynamics.Contact.Iterate.
Parameters: - timestep (float) – The timestep of the simulation.
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public void
TreatBodyAsStatic(RigidBodyIndex index) Parameters: - index (Jitter.Dynamics.RigidBodyIndex) –
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public void
Initialize(RigidBody body1, RigidBody body2, ref JVector point1, ref JVector point2, ref JVector n, float penetration, bool newContact, ContactSettings settings) Parameters: - body1 (Jitter.Dynamics.RigidBody) –
- body2 (Jitter.Dynamics.RigidBody) –
- (ref) point1 (Jitter.LinearMath.JVector) –
- (ref) point2 (Jitter.LinearMath.JVector) –
- (ref) n (Jitter.LinearMath.JVector) –
- penetration (float) –
- newContact (bool) –
- settings (Jitter.Dynamics.ContactSettings) –
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Jitter.ResourcePool<Contact>