pub struct SolverContact {
    pub point: OPoint<f32, Const<3>>,
    pub dist: f32,
    pub friction: f32,
    pub restitution: f32,
    pub tangent_velocity: Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>,
    pub is_new: bool,
    /* private fields */
}
Expand description

A contact seen by the constraints solver for computing forces.

Fields

point: OPoint<f32, Const<3>>

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<3>, Const<1>, ArrayStorage<f32, 3, 1>>

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.

is_new: bool

Whether or not this contact existed during the last timestep.

Implementations

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

Trait Implementations

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