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Code/ThirdParty/Jolt/Physics/SoftBody/SoftBodyVertex.h
44 строки
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Jan Krassnigg
Updated Jolt (#1921)
28 апр 2026, 12:24
Не верифицирован
28 апр 2026, 12:24
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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; } /// Mark this vertex as being in contact with inBodyID inline void MarkCCDContact(const BodyID &inBodyID, const Plane &inContactPlane) { mCollisionPlane = inContactPlane; mCollidingShapeIndex = int(inBodyID.GetIndexAndSequenceNumber() | BodyID::cBroadPhaseBit); // We reuse the broad phase bit to indicate this is a CCD contact mHasContact = true; } 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