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@@ -29,7 +29,7 @@ public:
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RVec3 mBaseOffset; ///< Offset to which all the contact points are relative
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RVec3 mBaseOffset; ///< Offset to which all the contact points are relative
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Vec3 mWorldSpaceNormal; ///< Normal for this manifold, direction along which to move body 2 out of collision along the shortest path
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Vec3 mWorldSpaceNormal; ///< Normal for this manifold, direction along which to move body 2 out of collision along the shortest path
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float mPenetrationDepth; ///< Penetration depth (move shape 2 by this distance to resolve the collision)
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float mPenetrationDepth; ///< Penetration depth (move shape 2 by this distance to resolve the collision)
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- SubShapeID mSubShapeID1; ///< Sub shapes that formed this manifold (note that when multiple manifolds are combined because they're coplanar, we lose some information here because we only keep track of one sub shape pair that we encounter)
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+ SubShapeID mSubShapeID1; ///< Sub shapes that formed this manifold (note that when multiple manifolds are combined because they're coplanar, we lose some information here because we only keep track of one sub shape pair that we encounter, see description at Body::SetUseManifoldReduction)
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SubShapeID mSubShapeID2;
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SubShapeID mSubShapeID2;
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ContactPoints mRelativeContactPointsOn1; ///< Contact points on the surface of shape 1 relative to mBaseOffset.
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ContactPoints mRelativeContactPointsOn1; ///< Contact points on the surface of shape 1 relative to mBaseOffset.
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ContactPoints mRelativeContactPointsOn2; ///< Contact points on the surface of shape 2 relative to mBaseOffset. If there's no penetration, this will be the same as mRelativeContactPointsOn1. If there is penetration they will be different.
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ContactPoints mRelativeContactPointsOn2; ///< Contact points on the surface of shape 2 relative to mBaseOffset. If there's no penetration, this will be the same as mRelativeContactPointsOn1. If there is penetration they will be different.
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