Box2D 2.4.1
A 2D physics engine for games
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This is used to compute the current state of a contact manifold. More...
#include <b2_collision.h>
Public Member Functions | |
void | Initialize (const b2Manifold *manifold, const b2Transform &xfA, float radiusA, const b2Transform &xfB, float radiusB) |
Public Attributes | |
b2Vec2 | normal |
world vector pointing from A to B | |
b2Vec2 | points [b2_maxManifoldPoints] |
world contact point (point of intersection) | |
float | separations [b2_maxManifoldPoints] |
a negative value indicates overlap, in meters | |
This is used to compute the current state of a contact manifold.
void b2WorldManifold::Initialize | ( | const b2Manifold * | manifold, |
const b2Transform & | xfA, | ||
float | radiusA, | ||
const b2Transform & | xfB, | ||
float | radiusB | ||
) |
Evaluate the manifold with supplied transforms. This assumes modest motion from the original state. This does not change the point count, impulses, etc. The radii must come from the shapes that generated the manifold.