class nape.dynamics.Contact
Available on all platforms
Contact point for collision interactions
*
* These objects are automatically reused and you should not keep references to them.
Instance Fields
The specific coeffecient of friction for this contact.
*
* This value is equal either to the static or dynamic friction coeffecient of the arbiter
* based on the relative velocity at contact point.
*
* This value cannot be set, though you may implicitly set it exactly by modifying
* the arbiter to have the same static and dynamic friction in the PreListener.
var penetration:Float
Penetration of bodies along normal for this contact.
*
* This value may be negative and corresponds to the penetration (if at all)
* of the contact point before positional integration and error resolvement
* took place (correct at time of pre-listeners).
The world-space position of contact.
*
* This value corresponds to the position
* of the contact point before positional integration and error resolvement
* took place (correct at time of pre-listeners).
function normalImpulse(?body:Body = null):Vec3
Evaluate normal reactive impulses for this contact for a given body.
*
* If body argument is null, then the contact normal impulses will be returned instead
* with no angular impulse derivable, the direction of this impulse will be the direction of the normal.
*
* If body argument is not null, then this will return the actual impulse applied to that specific body
* for this contact this will include angular impulses due to position of contact point and normal.
*
*
body | The Body to query normal impulse for. (default null) * |
returns | The impulse applied to the given body, considering normal reactive forces. * |
function rollingImpulse(?body:Body = null):Float
Evaluate rolling friction impulses for this contact for a given body.
*
* If body argument is null, then the rolling impulse of this contact will be returned
* instead of the angular impulse applied to the specific body as a result of the rolling impulse.
*
*
body | The Body to query rolling impulse for. (default null) * |
returns | The angular impulse applied to the given body. * |
function tangentImpulse(?body:Body = null):Vec3
Evaluate tangent impulses for this contact for a given body.
*
* If body argument is null, then the contact friction impulses is returned with
* no angular impulse derivable, the direction of this impulse will be against the relative
* velocity of the first body against the second.
*
* If the body argument is non-null, then the actual impulse applied to that body due to tangent
* frictino impulses will be returned, including angular effects due to contact position and normal.
*
* These tangent impulses correspond to the forces of static and dynamic friction for this contact.
*
*
body | The Body to query tangent impulse for. (default null) * |
returns | The impulse applied to the given body, considering standard frictional forces. * |
function totalImpulse(?body:Body = null):Vec3
Evaluate total contact impulse for a given body.
*
* If body argument is null, then this will return the sum of normal and tangent contact impulse, and the contact
* rolling impulse.
*
* When body argument is non-null, this impulse will be the actual change in (mass weighted)
* velocity that this contact caused to the Body in the previous time step.
*
*
body | The Body to query total impulse for. (default null) * |
returns | The impulse applied to the given body * |