godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/SoftBody/SoftBodyVertex.h

37 lines
1.5 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;
}
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