public class SolverBody extends Object
| Modifier and Type | Field and Description |
|---|---|
float |
angularFactor |
Vector3f |
angularVelocity |
Vector3f |
centerOfMassPosition |
float |
friction |
float |
invMass |
Vector3f |
linearVelocity |
RigidBody |
originalBody |
Vector3f |
pushVelocity |
Vector3f |
turnVelocity |
| Constructor and Description |
|---|
SolverBody() |
| Modifier and Type | Method and Description |
|---|---|
void |
getVelocityInLocalPoint(Vector3f rel_pos,
Vector3f velocity) |
void |
internalApplyImpulse(Vector3f linearComponent,
Vector3f angularComponent,
float impulseMagnitude)
Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position.
|
void |
internalApplyPushImpulse(Vector3f linearComponent,
Vector3f angularComponent,
float impulseMagnitude) |
void |
readVelocity() |
void |
writebackVelocity() |
void |
writebackVelocity(float timeStep) |
public final Vector3f angularVelocity
public float angularFactor
public float invMass
public float friction
public RigidBody originalBody
public final Vector3f linearVelocity
public final Vector3f centerOfMassPosition
public final Vector3f pushVelocity
public final Vector3f turnVelocity
public void internalApplyImpulse(Vector3f linearComponent, Vector3f angularComponent, float impulseMagnitude)
public void internalApplyPushImpulse(Vector3f linearComponent, Vector3f angularComponent, float impulseMagnitude)
public void writebackVelocity()
public void writebackVelocity(float timeStep)
public void readVelocity()