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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2023 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Geometry/Plane.h>
- JPH_NAMESPACE_BEGIN
- /// Run time information for a single particle of a soft body
- /// Note that at run-time you should only modify the inverse mass and/or velocity of a vertex to control the soft body.
- /// Modifying the position can lead to missed collisions.
- /// The other members are used internally by the soft body solver.
- class SoftBodyVertex
- {
- public:
- /// Reset collision information to prepare for a new collision check
- inline void ResetCollision()
- {
- mLargestPenetration = -FLT_MAX;
- mCollidingShapeIndex = -1;
- mHasContact = false;
- }
- Vec3 mPreviousPosition; ///< Internal use only. Position at the previous time step
- Vec3 mPosition; ///< Position, relative to the center of mass of the soft body
- Vec3 mVelocity; ///< Velocity, relative to the center of mass of the soft body
- Plane mCollisionPlane; ///< Internal use only. Nearest collision plane, relative to the center of mass of the soft body
- int mCollidingShapeIndex; ///< Internal use only. Index in the colliding shapes list of the body we may collide with
- bool mHasContact; ///< True if the vertex has collided with anything in the last update
- float mLargestPenetration; ///< Internal use only. Used while finding the collision plane, stores the largest penetration found so far
- float mInvMass; ///< Inverse mass (1 / mass)
- };
- JPH_NAMESPACE_END
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