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@@ -44,11 +44,11 @@ public:
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/// @return Whether the contact should be processed or not.
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/// @return Whether the contact should be processed or not.
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virtual SoftBodyValidateResult OnSoftBodyContactValidate([[maybe_unused]] const Body &inSoftBody, [[maybe_unused]] const Body &inOtherBody, [[maybe_unused]] SoftBodyContactSettings &ioSettings) { return SoftBodyValidateResult::AcceptContact; }
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virtual SoftBodyValidateResult OnSoftBodyContactValidate([[maybe_unused]] const Body &inSoftBody, [[maybe_unused]] const Body &inOtherBody, [[maybe_unused]] SoftBodyContactSettings &ioSettings) { return SoftBodyValidateResult::AcceptContact; }
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- /// Called after all contact points for a soft body have been handled. You only receive one callback per body pair per simulation step and can use inManifold to iterate through all contacts.
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+ /// Called after all contact points for a soft body have been handled.
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/// Note that this callback is called when all bodies are locked, so don't use any locking functions!
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/// Note that this callback is called when all bodies are locked, so don't use any locking functions!
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/// You will receive a single callback for a soft body per simulation step for performance reasons, this callback will apply to all vertices in the soft body.
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/// You will receive a single callback for a soft body per simulation step for performance reasons, this callback will apply to all vertices in the soft body.
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/// @param inSoftBody The soft body that collided. It is safe to access this as the soft body is only updated on the current thread.
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/// @param inSoftBody The soft body that collided. It is safe to access this as the soft body is only updated on the current thread.
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- /// @param inManifold The manifold that describes the contact surface between the two bodies. Other bodies may be modified by other threads during this callback.
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+ /// @param inManifold The manifold that describes which vertices collide and with what body they collide. Other bodies may be modified by other threads during this callback.
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virtual void OnSoftBodyContactAdded([[maybe_unused]] const Body &inSoftBody, const SoftBodyManifold &inManifold) { /* Do nothing */ }
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virtual void OnSoftBodyContactAdded([[maybe_unused]] const Body &inSoftBody, const SoftBodyManifold &inManifold) { /* Do nothing */ }
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};
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};
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