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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/Physics/Collision/ContactListener.h>
- JPH_NAMESPACE_BEGIN
- /// A structure that contains the estimated contact and friction impulses and the resulting body velocities
- struct CollisionEstimationResult
- {
- Vec3 mLinearVelocity1; ///< The estimated linear velocity of body 1 after collision
- Vec3 mAngularVelocity1; ///< The estimated angular velocity of body 1 after collision
- Vec3 mLinearVelocity2; ///< The estimated linear velocity of body 2 after collision
- Vec3 mAngularVelocity2; ///< The estimated angular velocity of body 2 after collision
- Vec3 mTangent1; ///< Normalized tangent of contact normal
- Vec3 mTangent2; ///< Second normalized tangent of contact normal (forms a basis with mTangent1 and mWorldSpaceNormal)
- struct Impulse
- {
- float mContactImpulse; ///< Estimated contact impulses (kg m / s)
- float mFrictionImpulse1; ///< Estimated friction impulses in the direction of tangent 1 (kg m / s)
- float mFrictionImpulse2; ///< Estimated friction impulses in the direction of tangent 2 (kg m / s)
- };
- using Impulses = StaticArray<Impulse, ContactPoints::Capacity>;
- Impulses mImpulses;
- };
- /// This function estimates the contact impulses and body velocity changes as a result of a collision.
- /// 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.
- /// 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.
- ///
- /// @param inBody1 Colliding body 1
- /// @param inBody2 Colliding body 2
- /// @param inManifold The collision manifold
- /// @param outResult A structure that contains the estimated contact and friction impulses and the resulting body velocities
- /// @param inCombinedFriction The combined friction of body 1 and body 2 (see ContactSettings::mCombinedFriction)
- /// @param inCombinedRestitution The combined restitution of body 1 and body 2 (see ContactSettings::mCombinedRestitution)
- /// @param inMinVelocityForRestitution Minimal velocity required for restitution to be applied (see PhysicsSettings::mMinVelocityForRestitution)
- /// @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.
- JPH_EXPORT void EstimateCollisionResponse(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, CollisionEstimationResult &outResult, float inCombinedFriction, float inCombinedRestitution, float inMinVelocityForRestitution = 1.0f, uint inNumIterations = 10);
- JPH_NAMESPACE_END
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