Keeps track of the colliding bodies last step.
Keeps track of the allocated ContactEquations.
// Allocate a few equations before starting the simulation.
// This way, no contact objects need to be created on the fly in the game loop.
world.narrowphase.contactEquationPool.resize(1024);
world.narrowphase.frictionEquationPool.resize(1024);
Contact equations
The current contact material
Whether to make friction equations in the upcoming contacts.
Enable reduction of friction equations. If disabled, a box on a plane will generate 2 contact equations and 2 friction equations. If enabled, there will be only one friction equation. Same kind of simplifications are made for all collision types.
This flag will be removed when the feature is stable enough.
true
Whether to make equations enabled in upcoming contacts.
Keeps track of the allocated ContactEquations.
Friction equations
Circle/Circle Narrowphase.
The friction slip force to use when creating friction equations.
Circle/Line Narrowphase.
If set to true, this function will return the result (intersection or not) without adding equations.
Radius to add to the line. Can be used to test Capsules.
If set, this value overrides the circle shape radius.
Creates a ContactEquation, either by reusing an existing object or creating a new one.
Creates a FrictionEquation, either by reusing an existing object or creating a new one.
Creates a FrictionEquation given the data in the ContactEquation. Uses same offset vectors ri and rj, but the tangent vector will be constructed from the collision normal.
Narrowphase. Creates contacts and friction given shapes and transforms.