Table of Contents

Class TangentFrictionOneBody

Namespace
BepuPhysics.Constraints.Contact
Assembly
BepuPhysics.dll

Handles the tangent friction implementation for one body contact constraints.

public static class TangentFrictionOneBody
Inheritance
TangentFrictionOneBody
Inherited Members

Methods

ApplyImpulse(in Jacobians, in BodyInertiaWide, in Vector2Wide, 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 TangentFrictionOneBody.Jacobians jacobians, in BodyInertiaWide inertiaA, in Vector2Wide correctiveImpulse, ref BodyVelocityWide wsvA)

Parameters

jacobians TangentFrictionOneBody.Jacobians
inertiaA BodyInertiaWide
correctiveImpulse Vector2Wide
wsvA BodyVelocityWide

ComputeCorrectiveImpulse(in BodyVelocityWide, in Symmetric2x2Wide, in Jacobians, in Vector<float>, ref Vector2Wide, out Vector2Wide)

public static void ComputeCorrectiveImpulse(in BodyVelocityWide wsvA, in Symmetric2x2Wide effectiveMass, in TangentFrictionOneBody.Jacobians jacobians, in Vector<float> maximumImpulse, ref Vector2Wide accumulatedImpulse, out Vector2Wide correctiveCSI)

Parameters

wsvA BodyVelocityWide
effectiveMass Symmetric2x2Wide
jacobians TangentFrictionOneBody.Jacobians
maximumImpulse Vector<float>
accumulatedImpulse Vector2Wide
correctiveCSI Vector2Wide

ComputeJacobians(in Vector3Wide, in Vector3Wide, in Vector3Wide, out Jacobians)

public static void ComputeJacobians(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetA, out TangentFrictionOneBody.Jacobians jacobians)

Parameters

tangentX Vector3Wide
tangentY Vector3Wide
offsetA Vector3Wide
jacobians TangentFrictionOneBody.Jacobians

Solve(in Vector3Wide, in Vector3Wide, in Vector3Wide, in BodyInertiaWide, in Vector<float>, ref Vector2Wide, ref BodyVelocityWide)

public static void Solve(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetToManifoldCenterA, in BodyInertiaWide inertiaA, in Vector<float> maximumImpulse, ref Vector2Wide accumulatedImpulse, ref BodyVelocityWide wsvA)

Parameters

tangentX Vector3Wide
tangentY Vector3Wide
offsetToManifoldCenterA Vector3Wide
inertiaA BodyInertiaWide
maximumImpulse Vector<float>
accumulatedImpulse Vector2Wide
wsvA BodyVelocityWide

WarmStart(in Vector3Wide, in Vector3Wide, in Vector3Wide, in BodyInertiaWide, in Vector2Wide, ref BodyVelocityWide)

public static void WarmStart(in Vector3Wide tangentX, in Vector3Wide tangentY, in Vector3Wide offsetToManifoldCenterA, in BodyInertiaWide inertiaA, in Vector2Wide accumulatedImpulse, ref BodyVelocityWide wsvA)

Parameters

tangentX Vector3Wide
tangentY Vector3Wide
offsetToManifoldCenterA Vector3Wide
inertiaA BodyInertiaWide
accumulatedImpulse Vector2Wide
wsvA BodyVelocityWide