Table of Contents

Class TriangleEdgeCollisionFilter

Namespace
Jitter2.Collision
Assembly
Jitter2.dll

Reduces snagging on shared edges of TriangleShape meshes.

public class TriangleEdgeCollisionFilter : INarrowPhaseFilter
Inheritance
TriangleEdgeCollisionFilter
Implements
Inherited Members

Remarks

Adjusts or discards contacts near shared edges using the mesh's neighboring triangles. Boundary edges are left unchanged. Contacts directed into the back face within AngleThreshold of the reversed triangle normal are discarded.

Properties

AngleThreshold

Gets or sets the angle tolerance for treating neighboring triangles as coplanar and for rejecting contacts directed into a triangle's back face.

public JAngle AngleThreshold { get; set; }

Property Value

JAngle

The default value is approximately 2.5 degrees.

EdgeThreshold

Gets or sets the distance threshold for edge collision detection, in world units.

public float EdgeThreshold { get; set; }

Property Value

float

The default value is 0.01 world units.

Remarks

Larger values are more aggressive at filtering edges but may incorrectly affect legitimate collisions near triangle boundaries.

FilterDynamicBodies

Gets or sets whether dynamic triangle bodies receive edge filtering. Static and kinematic triangle geometry is always filtered. Defaults to false.

public bool FilterDynamicBodies { get; set; }

Property Value

bool

ProjectionThreshold

Gets or sets the minimum length of the projected collision normal required to keep the contact.

public float ProjectionThreshold { get; set; }

Property Value

float

The default value is 0.5.

Remarks

When the collision normal is projected onto the plane formed by the triangle normal and its neighbor's normal, a very short projection indicates the collision is occurring along the edge crease itself and is discarded. Lower values allow more edge collisions through; higher values are more aggressive at filtering.

Methods

Filter(RigidBodyShape, RigidBodyShape, ref JVector, ref JVector, ref JVector, ref float)

Called for each detected collision with its contact data.

public bool Filter(RigidBodyShape shapeA, RigidBodyShape shapeB, ref JVector pointA, ref JVector pointB, ref JVector normal, ref float penetration)

Parameters

shapeA RigidBodyShape

The first shape in the collision.

shapeB RigidBodyShape

The second shape in the collision.

pointA JVector

Contact point on shape A in world space. May be modified.

pointB JVector

Contact point on shape B in world space. May be modified.

normal JVector

Collision normal in world space. May be modified. The contact pushes shape B along this direction and shape A against it.

penetration float

Signed penetration depth. Changing this value alone does not change the contact response; that is determined by the contact points and normal.

Returns

bool

true to keep the collision; false to discard it.