Class TwistFriction
- Namespace
 - BepuPhysics.Constraints.Contact
 
- Assembly
 - BepuPhysics.dll
 
Handles the tangent friction implementation.
public static class TwistFriction
  - Inheritance
 - 
      
      TwistFriction
 
- Inherited Members
 
Methods
ApplyImpulse(in Vector3Wide, in BodyInertiaWide, in BodyInertiaWide, in Vector<float>, 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 Vector3Wide angularJacobianA, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector<float> correctiveImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
angularJacobianAVector3WideinertiaABodyInertiaWideinertiaBBodyInertiaWidecorrectiveImpulseVector<float>wsvABodyVelocityWidewsvBBodyVelocityWide
ComputeCorrectiveImpulse(in Vector3Wide, in Vector<float>, in BodyVelocityWide, in BodyVelocityWide, in Vector<float>, ref Vector<float>, out Vector<float>)
public static void ComputeCorrectiveImpulse(in Vector3Wide angularJacobianA, in Vector<float> effectiveMass, in BodyVelocityWide wsvA, in BodyVelocityWide wsvB, in Vector<float> maximumImpulse, ref Vector<float> accumulatedImpulse, out Vector<float> correctiveCSI)
  Parameters
angularJacobianAVector3WideeffectiveMassVector<float>wsvABodyVelocityWidewsvBBodyVelocityWidemaximumImpulseVector<float>accumulatedImpulseVector<float>correctiveCSIVector<float>
Solve(in Vector3Wide, in BodyInertiaWide, in BodyInertiaWide, in Vector<float>, ref Vector<float>, ref BodyVelocityWide, ref BodyVelocityWide)
public static void Solve(in Vector3Wide angularJacobianA, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector<float> maximumImpulse, ref Vector<float> accumulatedImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
angularJacobianAVector3WideinertiaABodyInertiaWideinertiaBBodyInertiaWidemaximumImpulseVector<float>accumulatedImpulseVector<float>wsvABodyVelocityWidewsvBBodyVelocityWide
WarmStart(in Vector3Wide, in BodyInertiaWide, in BodyInertiaWide, in Vector<float>, ref BodyVelocityWide, ref BodyVelocityWide)
public static void WarmStart(in Vector3Wide angularJacobianA, in BodyInertiaWide inertiaA, in BodyInertiaWide inertiaB, in Vector<float> accumulatedImpulse, ref BodyVelocityWide wsvA, ref BodyVelocityWide wsvB)
  Parameters
angularJacobianAVector3WideinertiaABodyInertiaWideinertiaBBodyInertiaWideaccumulatedImpulseVector<float>wsvABodyVelocityWidewsvBBodyVelocityWide