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@@ -32,7 +32,6 @@ struct CollisionEstimationResult
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/// This function estimates the contact impulses and body velocity changes as a result of a collision.
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/// It can be used in the ContactListener::OnContactAdded to determine the strength of the collision to e.g. play a sound or trigger a particle system.
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-/// It only uses the contact points and restitution to estimate the velocity changes and will ignore friction.
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/// This function is accurate when two bodies collide but will not be accurate when more than 2 bodies collide at the same time as it does not know about these other collisions.
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///
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/// @param inBody1 Colliding body 1
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@@ -42,7 +41,7 @@ struct CollisionEstimationResult
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/// @param inCombinedFriction The combined friction of body 1 and body 2 (see ContactSettings::mCombinedFriction)
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/// @param inCombinedRestitution The combined restitution of body 1 and body 2 (see ContactSettings::mCombinedRestitution)
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/// @param inMinVelocityForRestitution Minimal velocity required for restitution to be applied (see PhysicsSettings::mMinVelocityForRestitution)
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-/// @param inNumIterations Number of iterations to use for the impulse estimation (see PhysicsSettings::mNumVelocitySteps)
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+/// @param inNumIterations Number of iterations to use for the impulse estimation (see PhysicsSettings::mNumVelocitySteps, note you can probably use a lower number for a decent estimate). If you set the number of iterations to 1 then no friction will be calculated.
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void EstimateCollisionResponse(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, CollisionEstimationResult &outResult, float inCombinedFriction, float inCombinedRestitution, float inMinVelocityForRestitution = 1.0f, uint inNumIterations = 10);
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JPH_NAMESPACE_END
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