Struct bevy_rapier2d::prelude::SolverContact[][src]

pub struct SolverContact {
    pub point: Point<f32, 2_usize>,
    pub dist: f32,
    pub friction: f32,
    pub restitution: f32,
    pub tangent_velocity: Matrix<f32, Const<{_: usize}>, Const<1_usize>, ArrayStorage<f32, 2_usize, 1_usize>>,
    pub warmstart_impulse: f32,
    pub warmstart_tangent_impulse: f32,
    pub prev_rhs: f32,
    // some fields omitted
}
Expand description

A contact seen by the constraints solver for computing forces.

Fields

point: Point<f32, 2_usize>

The world-space contact point.

dist: f32

The distance between the two original contacts points along the contact normal. If negative, this is measures the penetration depth.

friction: f32

The effective friction coefficient at this contact point.

restitution: f32

The effective restitution coefficient at this contact point.

tangent_velocity: Matrix<f32, Const<{_: usize}>, Const<1_usize>, ArrayStorage<f32, 2_usize, 1_usize>>

The desired tangent relative velocity at the contact point.

This is set to zero by default. Set to a non-zero value to simulate, e.g., conveyor belts.

warmstart_impulse: f32

The warmstart impulse, along the contact normal, applied by this contact to the first collider’s rigid-body.

warmstart_tangent_impulse: f32

The warmstart friction impulse along the vector orthonormal to the contact normal, applied to the first collider’s rigid-body.

prev_rhs: f32

The last velocity correction targeted by this contact.

Implementations

Should we treat this contact as a bouncy contact? If true, use Self::restitution.

Trait Implementations

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