MatterImpact#
One Matter impact on one object: where, which way, how fast it closed, and what it deposited. Impulse/Energy are estimated from the bodies' masses and closing speed (the solver's own impulse is not available when contacts begin).
public readonly record struct MatterImpact(RuntimeEntity Entity, RuntimeEntity? Other, Vector3 Point, Vector3 Direction, float ApproachSpeed, float Impulse, float Energy, float DamageAdded, float PeakDamage)Record properties#
| Property | Type | Access | Constructor default |
|---|---|---|---|
Entity | RuntimeEntity | get; init; | required |
Other | RuntimeEntity? | get; init; | required |
Point | Vector3 | get; init; | required |
Direction | Vector3 | get; init; | required |
ApproachSpeed | float | get; init; | required |
Impulse | float | get; init; | required |
Energy | float | get; init; | required |
DamageAdded | float | get; init; | required |
PeakDamage | float | get; init; | required |
Related types#
Source#
- MatterStructure.cs