Arbiter¶
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class
Arbiter
: System.Object An arbiter holds all contact information of two bodies. The contacts are stored in the ContactList. There is a maximum of four contacts which can be added to an arbiter. The arbiter only keeps the best four contacts based on the area spanned by the contact points.
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Jitter.ResourcePool<Arbiter>
Pool
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readonly RigidBody
Body1
The first body.
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readonly RigidBody
Body2
The second body.
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readonly ContactList
ContactList
The contact list containing all contacts of both bodies.
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public void
Invalidate
() Removes all contacts from this arbiter. The world will remove the arbiter automatically next frame or add new contacts.
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public Contact
AddContact
(JVector point1, JVector point2, JVector normal, float penetration, ContactSettings contactSettings) Adds a contact to the arbiter (threadsafe). No more than four contacts are stored in the contactList. When adding a new contact to the arbiter the existing are checked and the best are kept.
Parameters: - point1 (Jitter.LinearMath.JVector) – Point on body1. In world space.
- point2 (Jitter.LinearMath.JVector) – Point on body2. In world space.
- normal (Jitter.LinearMath.JVector) – The normal pointing to body2.
- penetration (float) – The estimated penetration depth.
- contactSettings (Jitter.Dynamics.ContactSettings) –
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int
MaxAxis
(float x, float y, float z, float w) Parameters: - x (float) –
- y (float) –
- z (float) –
- w (float) –
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Jitter.ResourcePool<Arbiter>