#include <rimCollisionPoint.h>
Public Member Functions | |
CollisionPoint () | |
Create an uninitialized contact point. | |
CollisionPoint (const CollisionPair &newPair, const Vector3 &p1, const Vector3 &p2, const Vector3 &n, Real dist) | |
Create a contact point from several pieces of collision data. | |
bool | operator== (const CollisionPoint &collisionPoint) const |
Test whether or not this collision point is the same as another. | |
Public Attributes | |
Vector3 | point1 |
The position in 3D world space of the collision point on object 1. | |
Vector3 | point2 |
The position in 3D world space of the collision point on object 2. | |
Matrix3 | frame |
A matrix representing the 3 axes of the collision frame, where the z vector is the contact normal. | |
Real | distance |
The distance between the two colliding shapes (always negative for colliding objects). | |
Real | kineticFriction |
The combined kinetic friction at the contact point of the two shapes. | |
Real | staticFriction |
The combined static friction at the contact point of the two shapes. | |
Real | staticFrictionThreshold |
The combined static friction threshold at the contact point of the two shapes. | |
Real | elasticity |
The combined elasticity at the contact point of the two shapes. | |
Real | allowedPenetration |
The combined allowed penetration at the contact point of the two shapes. | |
Real | hardness |
The combined hardness at the contact point of the two shapes. | |
CollisionPair | pair |
An object which contains pointers to the colliding objects and shapes. |
CollisionPoint::CollisionPoint | ( | ) | [inline] |
Create an uninitialized contact point.
CollisionPoint::CollisionPoint | ( | const CollisionPair & | newPair, | |
const Vector3 & | p1, | |||
const Vector3 & | p2, | |||
const Vector3 & | n, | |||
Real | dist | |||
) | [inline] |
Create a contact point from several pieces of collision data.
bool CollisionPoint::operator== | ( | const CollisionPoint & | collisionPoint | ) | const [inline] |
Test whether or not this collision point is the same as another.
This comparison is done by testing to see if the shapes that are colliding at each point are the same.
collisionPoint | - The collision point to test for equality |
The position in 3D world space of the collision point on object 1.
The position in 3D world space of the collision point on object 2.
A matrix representing the 3 axes of the collision frame, where the z vector is the contact normal.
The distance between the two colliding shapes (always negative for colliding objects).
The combined kinetic friction at the contact point of the two shapes.
The combined static friction at the contact point of the two shapes.
The combined static friction threshold at the contact point of the two shapes.
The combined elasticity at the contact point of the two shapes.
The combined allowed penetration at the contact point of the two shapes.
The combined hardness at the contact point of the two shapes.
An object which contains pointers to the colliding objects and shapes.