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planck

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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development

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# Class: ManifoldPoint 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. This structure is stored across time steps, so we keep it small. Note: impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions. ## Constructors ### new ManifoldPoint() > **new ManifoldPoint**(): [`ManifoldPoint`](/api/classes/ManifoldPoint) #### Returns [`ManifoldPoint`](/api/classes/ManifoldPoint) ## Properties ### id > `readonly` **id**: [`ContactID`](/api/classes/ContactID) Uniquely identifies a contact point between two shapes to facilitate warm starting *** ### localPoint > **localPoint**: [`Vec2Value`](/api/interfaces/Vec2Value) Usage depends on manifold type: - circles: the local center of circleB - faceA: the local center of circleB or the clip point of polygonB - faceB: the clip point of polygonA *** ### normalImpulse > **normalImpulse**: `number` = `0` The non-penetration impulse *** ### tangentImpulse > **tangentImpulse**: `number` = `0` The friction impulse ## Methods ### recycle() > **recycle**(): `void` #### Returns `void` *** ### set() > **set**(`that`): `void` #### Parameters • **that**: [`ManifoldPoint`](/api/classes/ManifoldPoint) #### Returns `void`