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ConstraintSolver

Struct ConstraintSolver 

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pub struct ConstraintSolver {
    pub iterations: usize,
    pub baumgarte: f32,
    pub slop: f32,
    pub warm_start_factor: f32,
    pub restitution_velocity_threshold: f32,
    pub max_linear_correction: f32,
    pub split_impulse_enabled: bool,
    pub split_impulse_erp: f32,
}

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§iterations: usize

PGS iterasyon sayısı (daha fazla = daha stabil, daha yavaş)

§baumgarte: f32

Baumgarte stabilizasyon faktörü (0.1..0.3 arası ideal) Split Impulse kapalıyken fallback olarak kullanılır.

§slop: f32

Penetrasyon toleransı — bu kadar penetrasyon normal kabul edilir

§warm_start_factor: f32

Warm-start faktörü (0.8 = önceki frame impulsunun %80’ini uygula)

§restitution_velocity_threshold: f32

Bu hızın altındaki çarpışmalarda restitution sıfır yapılır (dinlenme teması)

§max_linear_correction: f32

Maksimum pozisyon düzeltme miktarı (metre/step) - Patlamaları önler

§split_impulse_enabled: bool

Split Impulse (Pseudo-Velocity) — pozisyon düzeltmesini ayrı bir pseudo-velocity kanalında yapar, velocity’yi kirletmez. Stacking stabilitesi ve resting contact jitter’ını önler.

§split_impulse_erp: f32

Split Impulse penetrasyon düzeltme oranı (0.1..0.4 arası ideal)

Implementations§

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impl ConstraintSolver

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pub fn new(iterations: usize) -> Self

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pub fn solve_contacts( &self, manifolds: &mut [ContactManifold], rigid_bodies: &[RigidBody], transforms: &[Transform], velocities: &mut [Velocity], entity_index_map: &HashMap<u32, usize>, dt: f32, )

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pub fn solve_contact_constraint( &self, rb_a: &mut RigidBody, transform_a: &Transform, vel_a: &mut Velocity, rb_b: &mut RigidBody, transform_b: &Transform, vel_b: &mut Velocity, contact_point: Vec3, normal: Vec3, penetration: f32, static_friction: f32, dynamic_friction: f32, restitution: f32, dt: f32, )

Trait Implementations§

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impl Default for ConstraintSolver

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fn default() -> Self

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