this-city/engine/thirdparty/jolt_physics/Jolt/Physics/SoftBody/SoftBodyVertex.h
2026-07-10 17:04:34 +02:00

44 lines
1.9 KiB
C++

// 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