Class TangentFriction
- Namespace
 - BepuPhysics.Constraints.Contact
 
- Assembly
 - BepuPhysics.dll
 
Handles the tangent friction implementation.
public static class TangentFriction
  - Inheritance
 - 
      
      TangentFriction
 
- Inherited Members
 
Methods
ApplyImpulse(in Jacobians, in BodyInertiaWide, in BodyInertiaWide, in Vector2Wide, ref BodyVelocityWide, ref BodyVelocityWide)
Transforms an impulse from constraint space to world space, uses it to modify the cached world space velocities of the bodies.
public static void ApplyImpulse(in TangentFriction.Jacobians jacobians, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector2Wide correctiveImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
jacobiansTangentFriction.JacobiansinertiaABodyInertiaWideinertiaBBodyInertiaWidecorrectiveImpulseVector2WidewsvABodyVelocityWidewsvBBodyVelocityWide
ComputeCorrectiveImpulse(in BodyVelocityWide, in BodyVelocityWide, in Symmetric2x2Wide, in Jacobians, in Vector<float>, ref Vector2Wide, out Vector2Wide)
public static void ComputeCorrectiveImpulse(in BodyVelocityWide wsvA, in BodyVelocityWide wsvB, in Symmetric2x2Wide effectiveMass, in TangentFriction.Jacobians jacobians, in Vector<float> maximumImpulse, ref Vector2Wide accumulatedImpulse, out Vector2Wide correctiveCSI)
  Parameters
wsvABodyVelocityWidewsvBBodyVelocityWideeffectiveMassSymmetric2x2WidejacobiansTangentFriction.JacobiansmaximumImpulseVector<float>accumulatedImpulseVector2WidecorrectiveCSIVector2Wide
ComputeJacobians(in Vector3Wide, in Vector3Wide, in Vector3Wide, in Vector3Wide, out Jacobians)
public static void ComputeJacobians(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetA, in Vector3Wide offsetB, out TangentFriction.Jacobians jacobians)
  Parameters
tangentXVector3WidetangentYVector3WideoffsetAVector3WideoffsetBVector3WidejacobiansTangentFriction.Jacobians
Solve(in Vector3Wide, in Vector3Wide, in Vector3Wide, in Vector3Wide, in BodyInertiaWide, in BodyInertiaWide, in Vector<float>, ref Vector2Wide, ref BodyVelocityWide, ref BodyVelocityWide)
public static void Solve(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetToManifoldCenterA, in Vector3Wide offsetToManifoldCenterB, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector<float> maximumImpulse, ref Vector2Wide accumulatedImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
tangentXVector3WidetangentYVector3WideoffsetToManifoldCenterAVector3WideoffsetToManifoldCenterBVector3WideinertiaABodyInertiaWideinertiaBBodyInertiaWidemaximumImpulseVector<float>accumulatedImpulseVector2WidewsvABodyVelocityWidewsvBBodyVelocityWide
WarmStart(in Vector3Wide, in Vector3Wide, in Vector3Wide, in Vector3Wide, in BodyInertiaWide, in BodyInertiaWide, in Vector2Wide, ref BodyVelocityWide, ref BodyVelocityWide)
public static void WarmStart(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetToManifoldCenterA, in Vector3Wide offsetToManifoldCenterB, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector2Wide accumulatedImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
tangentXVector3WidetangentYVector3WideoffsetToManifoldCenterAVector3WideoffsetToManifoldCenterBVector3WideinertiaABodyInertiaWideinertiaBBodyInertiaWideaccumulatedImpulseVector2WidewsvABodyVelocityWidewsvBBodyVelocityWide