|
@@ -48,7 +48,7 @@ public:
|
|
|
float mInvInertiaScale2 = 1.0f; ///< Scale factor for the inverse inertia of body 2 (usually same as mInvMassScale2)
|
|
|
bool mIsSensor; ///< If the contact should be treated as a sensor vs body contact (no collision response)
|
|
|
Vec3 mRelativeSurfaceVelocity = Vec3::sZero(); ///< Relative surface velocity between the bodies (world space surface velocity of body 2 - world space surface velocity of body 1), can be used to create a conveyor belt effect
|
|
|
- Vec3 mRelativeAngularSurfaceVelocity = Vec3::sZero(); ///< Relative angular surface velocity between the bodies (world space angular surface velocity of body 2 - world space angular surface velocity of body 1). Note that this angular velocity is relative to the center of mass of body 1, so if you want it relative to body 2's center of mass you need to add (body 2 world space center of mass - body 1 world space center of mass) x mRelativeAngularSurfaceVelocity to mRelativeSurfaceVelocity.
|
|
|
+ Vec3 mRelativeAngularSurfaceVelocity = Vec3::sZero(); ///< Relative angular surface velocity between the bodies (world space angular surface velocity of body 2 - world space angular surface velocity of body 1). Note that this angular velocity is relative to the center of mass of body 1, so if you want it relative to body 2's center of mass you need to add body 2 angular velocity x (body 1 world space center of mass - body 2 world space center of mass) to mRelativeSurfaceVelocity.
|
|
|
};
|
|
|
|
|
|
/// Return value for the OnContactValidate callback. Determines if the contact is being processed or not.
|