## Libraries.Game.Physics.CollisionPersistentData Documentation

This class is used to record data of the forces, impulses, friction, penetration, and other information about a certain CollisionPoint3D. Note that at a CollisionPoint3D, since we are in 3D space, we would have a normal vector and two tangential vector

*Inherits from: *Libraries.Language.Object

## Summary

### Actions Summary Table

Actions | Description |
---|---|

Compare(Libraries.Language.Object object) | This action compares two object hash codes and returns an integer. |

Equals(Libraries.Language.Object object) | This action determines if two objects are equal based on their hash code values. |

GetAccumulatedTangentImpulse0() | This action returns the the total amount of impulse that is applied to the first tangent of collision at a certain CollisionPoint3D. |

GetAccumulatedTangentImpulse1() | This action returns the the total amount of impulse that is applied to the second tangent of collision at a certain CollisionPoint3D. |

GetAngularComponentA() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object A. |

GetAngularComponentB() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object B. |

GetAppliedImpulse() | This action returns the impulse that is currently being applied at a certain CollisionPoint3D. |

GetContactSolver() | This action returns the container for all of the actions that can be used to bounce the two objects away from each other after they have collided. |

GetFriction() | This action returns the effective friction at the CollisionPoint3D between the two objects. |

GetFrictionAngularComponent0A() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object A. |

GetFrictionAngularComponent0B() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object B. |

GetFrictionAngularComponent1A() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object A. |

GetFrictionAngularComponent1B() | This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object B. |

GetFrictionSolver() | This action returns the container for all of the actions that can be used to solve for the correct tangential impulse to simulate friction. |

GetFrictionWorldTangential0() | This action returns the first tangent direction in global coordinates. |

GetFrictionWorldTangential1() | This action returns the second tangent direction in global coordinates. |

GetHashCode() | This action gets the hash code for an object. |

GetJacobianDiagonalABInverse() | This action gets a number that is used to scale the impulse that is used to avoid penetration of the two objects and the impulse that is used to move the two objects apart. |

GetJacobianDiagonalABInverseTangent0() | This action returns a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the first tangent directio |

GetJacobianDiagonalABInverseTangent1() | This action returns a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the second tangent directio |

GetPenetration() | This action returns what the current penetration between the two objects is. |

GetPersistentLifeTime() | This action returns how many times this CollisionPersistentData has been changed by the action "PrepareConstraints" in the class CollisionSolver3D. |

GetPreviousAppliedImpulse() | This action returns the impulse applied at a certain CollisionPoint3D before you calculated a new impulse to be applied at that CollisionPoint3D. |

GetRestitution() | This action returns the effective resistution at the CollisionPoint3D between the two objects. |

Reset() | This action sets all of the variables in this class to |

SetAccumulatedTangentImpulse0(number impulse) | This action sets the the total amount of impulse that is applied to the first tangent of collision at a certain CollisionPoint3D. |

SetAccumulatedTangentImpulse1(number impulse) | This action sets the the total amount of impulse that is applied to the second tangent of collision at a certain CollisionPoint3D. |

SetAngularComponentA(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object A. |

SetAngularComponentB(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object B. |

SetAppliedImpulse(number impulse) | This action change the impulse applied at a certain CollisionPoint3D with the magnitude that you pass in. |

SetFriction(number friction) | This action sets the effective friction at the CollisionPoint3D between the two objects. |

SetFrictionAngularComponent0A(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object A. |

SetFrictionAngularComponent0B(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object B. |

SetFrictionAngularComponent1A(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object A. |

SetFrictionAngularComponent1B(Libraries.Compute.Vector3 angularComponent) | This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object B. |

SetFrictionWorldTangential0(Libraries.Compute.Vector3 tangential) | This action sets the first tangent direction in global coordinates. |

SetFrictionWorldTangential1(Libraries.Compute.Vector3 tangential) | This action sets the second tangent direction in global coordinates. |

SetJacobianDiagonalABInverse(number inverse) | This action sets a number that is used to scale the impulse that is used to avoid penetration of the two objects and the impulse that is used to move the two objects apart. |

SetJacobianDiagonalABInverseTangent0(number tangent) | This action sets a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the first tangent directio |

SetJacobianDiagonalABInverseTangent1(number tangent) | This action sets a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the second tangent directio |

SetPenetration(number penetration) | This action records what the current penetration between the two objects is. |

SetPersistentLifeTime(integer lifeTime) | This action sets how many times this CollisionPersistentData has been changed by the action "PrepareConstraints" in the class CollisionSolver3D. |

SetPreviousAppliedImpulse(number impulse) | This action sets the impulse applied at a certain CollisionPoint3D before you calculated a new impulse to be applied at that CollisionPoint3D. |

SetRestitution(number restitution) | This action sets the effective resistution at the CollisionPoint3D between the two objects. |

## Actions Documentation

### Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

**Example Code**

```
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle
```

#### Parameters

- Libraries.Language.Object: The object to compare to.

#### Return

integer: The Compare result, Smaller, Equal, or Larger.

### Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

**Example Code**

```
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(
```

#### Parameters

- Libraries.Language.Object: The to be compared.

#### Return

boolean: True if the hash codes are equal and false if they are not equal.

### GetAccumulatedTangentImpulse0()

This action returns the the total amount of impulse that is applied to the first tangent of collision at a certain CollisionPoint3D.

#### Return

number: the impulse applied at the first tangen

### GetAccumulatedTangentImpulse1()

This action returns the the total amount of impulse that is applied to the second tangent of collision at a certain CollisionPoint3D.

#### Return

number: the impulse applied at the second tangen

### GetAngularComponentA()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object A.

#### Return

Libraries.Compute.Vector3: the direction (global coordinates) at which an angular impulse should be applie

### GetAngularComponentB()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object B.

#### Return

Libraries.Compute.Vector3: the direction (global coordinates) at which an angular impulse should be applie

### GetAppliedImpulse()

This action returns the impulse that is currently being applied at a certain CollisionPoint3D.

#### Return

number: the impulse magnitid

### GetContactSolver()

This action returns the container for all of the actions that can be used to bounce the two objects away from each other after they have collided.

#### Return

Libraries.Game.Physics.CollisionConstraint3D: a contact solve

### GetFriction()

This action returns the effective friction at the CollisionPoint3D between the two objects.

#### Return

number: the friction between two object

### GetFrictionAngularComponent0A()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object A.

#### Return

Libraries.Compute.Vector3: the direction (global coordinates) at which an angular impulse should be applie

### GetFrictionAngularComponent0B()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object B.

#### Return

### GetFrictionAngularComponent1A()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object A.

#### Return

### GetFrictionAngularComponent1B()

This action returns the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object B.

#### Return

Libraries.Compute.Vector3: The direction (global coordinates) at which an angular impulse should be applie

### GetFrictionSolver()

This action returns the container for all of the actions that can be used to solve for the correct tangential impulse to simulate friction.

#### Return

Libraries.Game.Physics.CollisionConstraint3D: a friction solve

### GetFrictionWorldTangential0()

This action returns the first tangent direction in global coordinates.

#### Return

Libraries.Compute.Vector3: the first tangent direction in global coordinate

### GetFrictionWorldTangential1()

This action returns the second tangent direction in global coordinates.

#### Return

Libraries.Compute.Vector3: the second tangent direction in global coordinate

### GetHashCode()

This action gets the hash code for an object.

**Example Code**

```
Object o
integer hash = o:GetHashCode
```

#### Return

integer: The integer hash code of the object.

### GetJacobianDiagonalABInverse()

This action gets a number that is used to scale the impulse that is used to avoid penetration of the two objects and the impulse that is used to move the two objects apart. These impulses will be applied along the collision normal between the two object

#### Return

number:

### GetJacobianDiagonalABInverseTangent0()

This action returns a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the first tangent directio

#### Return

number:

### GetJacobianDiagonalABInverseTangent1()

This action returns a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the second tangent directio

#### Return

number:

### GetPenetration()

This action returns what the current penetration between the two objects is.

#### Return

number: the current penetration between the two object

### GetPersistentLifeTime()

This action returns how many times this CollisionPersistentData has been changed by the action "PrepareConstraints" in the class CollisionSolver3D.

#### Return

integer: life time counte

### GetPreviousAppliedImpulse()

This action returns the impulse applied at a certain CollisionPoint3D before you calculated a new impulse to be applied at that CollisionPoint3D.

#### Return

number: the impulse applied at the previous time ste

### GetRestitution()

This action returns the effective resistution at the CollisionPoint3D between the two objects.

#### Return

number: the restitution between two object

### Reset()

This action sets all of the variables in this class to

### SetAccumulatedTangentImpulse0(number impulse)

This action sets the the total amount of impulse that is applied to the first tangent of collision at a certain CollisionPoint3D.

#### Parameters

- number impulse: The impulse applied at the first tangen

### SetAccumulatedTangentImpulse1(number impulse)

This action sets the the total amount of impulse that is applied to the second tangent of collision at a certain CollisionPoint3D.

#### Parameters

- number impulse: The impulse applied at the second tangen

### SetAngularComponentA(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object A.

#### Parameters

- Libraries.Compute.Vector3: The direction (global coordinates) at which an angular impulse should be applie

### SetAngularComponentB(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the normal impulse on object B.

#### Parameters

- Libraries.Compute.Vector3: The direction (global coordinates) at which an angular impulse should be applie

### SetAppliedImpulse(number impulse)

This action change the impulse applied at a certain CollisionPoint3D with the magnitude that you pass in.

#### Parameters

- number impulse: The magnitude of the impulse applie

### SetFriction(number friction)

This action sets the effective friction at the CollisionPoint3D between the two objects.

#### Parameters

- number friction: The friction between two object

### SetFrictionAngularComponent0A(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object A.

#### Parameters

### SetFrictionAngularComponent0B(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the first tangent direction on object B.

#### Parameters

### SetFrictionAngularComponent1A(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object A.

#### Parameters

### SetFrictionAngularComponent1B(Libraries.Compute.Vector3 angularComponent)

This action sets the direction (global coordinates) at which an angular impulse should be applied due to the friction in the second tangent direction on object B.

#### Parameters

### SetFrictionWorldTangential0(Libraries.Compute.Vector3 tangential)

This action sets the first tangent direction in global coordinates.

#### Parameters

- Libraries.Compute.Vector3: The first tangent direction in global coordinate

### SetFrictionWorldTangential1(Libraries.Compute.Vector3 tangential)

This action sets the second tangent direction in global coordinates.

#### Parameters

- Libraries.Compute.Vector3: The second tangent direction in global coordinate

### SetJacobianDiagonalABInverse(number inverse)

This action sets a number that is used to scale the impulse that is used to avoid penetration of the two objects and the impulse that is used to move the two objects apart. These impulses will be applied along the collision normal between the two object

#### Parameters

### SetJacobianDiagonalABInverseTangent0(number tangent)

This action sets a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the first tangent directio

#### Parameters

### SetJacobianDiagonalABInverseTangent1(number tangent)

This action sets a number that is used to scale the velocity of object A seen from the perspective of object B such that this relative velocity will become closer to 0 in the second tangent directio

#### Parameters

### SetPenetration(number penetration)

This action records what the current penetration between the two objects is.

#### Parameters

- number penetration: The current penetration between the two object

### SetPersistentLifeTime(integer lifeTime)

This action sets how many times this CollisionPersistentData has been changed by the action "PrepareConstraints" in the class CollisionSolver3D.

#### Parameters

### SetPreviousAppliedImpulse(number impulse)

This action sets the impulse applied at a certain CollisionPoint3D before you calculated a new impulse to be applied at that CollisionPoint3D.

#### Parameters

- number impulse: The impulse applied at the previous time ste

### SetRestitution(number restitution)

This action sets the effective resistution at the CollisionPoint3D between the two objects.

#### Parameters

- number restitution: The restitution between two object