A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. Box2D uses speculative collision so some contact points may be separated. You may use the maxNormalImpulse to determine if there was an interaction during the time step.
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readonly Vec2 | Point |
| Location of the contact point in world space. Subject to precision loss at large coordinates.
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readonly Vec2 | AnchorA |
| Location of the contact point relative to shapeA's origin in world space.
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readonly Vec2 | AnchorB |
| Location of the contact point relative to shapeB's origin in world space.
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readonly float | Separation |
| The separation of the contact point, negative if penetrating.
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readonly float | NormalImpulse |
| The impulse along the manifold normal vector.
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readonly float | TangentImpulse |
| The friction impulse.
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readonly float | TotalNormalImpulse |
| The total normal impulse applied across sub-stepping and restitution. This is important to identify speculative contact points that had an interaction in the time step.
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readonly float | NormalVelocity |
| Relative normal velocity pre-solve. Used for hit events. If the normal impulse is zero then there was no hit. Negative means shapes are approaching.
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readonly ushort | Id |
| Uniquely identifies a contact point between two shapes.
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bool | Persisted [get] |
| Did this contact point exist the previous step?
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A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. Box2D uses speculative collision so some contact points may be separated. You may use the maxNormalImpulse to determine if there was an interaction during the time step.
The documentation for this struct was generated from the following file:
- src/Box2DBindings/Collision/ManifoldPoint.cs