## Libraries.Game.Physics.CollisionSolverInformation3D Documentation

This class records the values that is used by actions in the CollisionSolver3D clas

Inherits from: Libraries.Language.Object

## Summary

### Actions Summary Table

ActionsDescription
CacheFriendly()This action returns whether you've turned on a faster mode for the solve
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.
GetDamping()This action returns a number that will scale the impulse that will be applied to the objects to separate two objects in collision.
GetErp()This action returns the Baumgarte factor that is used to make sure we can surely push two colliding objects apar
GetErp2()This action returns a factor to multiply to the position error in another action that solves the position error first so that the two objects won't penetrate each other.
GetHashCode()This action gets the hash code for an object.
GetLinearSlop()This action returns the likely difference between the penetration in the next time step (if we don't correct the current penetration) and the current penetratio
GetNumberIterations()This action returns the maximum number of repeats a solver can take to find a solutio
GetSplitImpulsePenetrationThreshold()This action returns the maximum penetration two objects can have that we consider as acceptable for simulatio
GetTimeStep()This action returns the fraction of a physics step that we should update the physics calculation.
GetWarmStartingFactor()This action returns a number that will be multiplied to the impulse that the current object is experiencing at a certain CollisionPoint3D to guess an impulse that will separate the two objects involved in a collisio
IsWarmStarting()This action returns whether you have an initial guess of the impulse that will separate the two objects that is involved in a collision apar
RandomizeOrder()This action returns an indicator to the CollisionSolver3D to solve the constraints in random order because solving in random order can improve stabilit
Set(Libraries.Game.Physics.CollisionSolverInformation3D information)This action sets the current CollisionSolverInformation3D using another CollisionSolverInformation3
SetCacheFriendly(boolean flag)This action sets whether you want a faster mode for the solver or no
SetDamping(number damping)This action sets a number that will scale the impulse that will be applied to the objects to separate two objects in collision.
SetErp(number erp)This action sets the Baumgarte factor that is used to make sure we can surely push two colliding objects apar
SetErp2(number erp2)This action sets a factor to multiply to the position error in another action that solves the position error first so that the two objects won't penetrate each other.
SetLinearSlop(number linearSlop)This action sets the likely difference between the penetration in the next time step (if we don't correct the current penetration) and the current penetratio
SetNumberIterations(integer iterations)This action sets the maximum number of repeats a solver can take to find a solutio
SetRandomizeOrder(boolean flag)This action sets the indicator to the CollisionSolver3D to solve the constraints in random order because solving in random order can improve stabilit
SetSplitImpulse(boolean flag)This action sets whether you want to solve for the position error first before trying to find the right impulse to separate the objects.
SetTimeStep(number timestep)This action sets the fraction of a physics step that we should update the physics calculation.
SetWarmStarting(boolean flag)This action allows you to choose to have an initial guess or not of the impulse that will separate the two objects that is involved in a collision apar
SetWarmStartingFactor(number factor)This action sets a number that will be multiplied to the impulse that the current object is experiencing at a certain CollisionPoint3D to guess an impulse that will separate the two objects involved in a collisio
SplitImpulse()This action returns whether you want to solve for the position error first before trying to find the right impulse to separate the object

## Actions Documentation

### CacheFriendly()

This action returns whether you've turned on a faster mode for the solve

boolean:

### 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``````

#### 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(``````

#### Return

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

### GetDamping()

This action returns a number that will scale the impulse that will be applied to the objects to separate two objects in collision. If the damping number is less than 1, that means we are allowing some error in the solution of the impuls

number:

### GetErp()

This action returns the Baumgarte factor that is used to make sure we can surely push two colliding objects apar

number:

### GetErp2()

This action returns a factor to multiply to the position error in another action that solves the position error first so that the two objects won't penetrate each other. Then, the other action will also calculate the necessary impulse so that we can get the objects to move with the velocity that we wan

number:

### 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.

### GetLinearSlop()

This action returns the likely difference between the penetration in the next time step (if we don't correct the current penetration) and the current penetratio

number:

### GetNumberIterations()

This action returns the maximum number of repeats a solver can take to find a solutio

integer:

### GetSplitImpulsePenetrationThreshold()

This action returns the maximum penetration two objects can have that we consider as acceptable for simulatio

number:

### GetTimeStep()

This action returns the fraction of a physics step that we should update the physics calculation. Time is between 0 and

number:

### GetWarmStartingFactor()

This action returns a number that will be multiplied to the impulse that the current object is experiencing at a certain CollisionPoint3D to guess an impulse that will separate the two objects involved in a collisio

number:

### IsWarmStarting()

This action returns whether you have an initial guess of the impulse that will separate the two objects that is involved in a collision apar

boolean:

### RandomizeOrder()

This action returns an indicator to the CollisionSolver3D to solve the constraints in random order because solving in random order can improve stabilit

boolean:

### Set(Libraries.Game.Physics.CollisionSolverInformation3D information)

This action sets the current CollisionSolverInformation3D using another CollisionSolverInformation3

### SetCacheFriendly(boolean flag)

This action sets whether you want a faster mode for the solver or no

### SetDamping(number damping)

This action sets a number that will scale the impulse that will be applied to the objects to separate two objects in collision. If the damping number is less than 1, that means we are allowing some error in the solution of the impuls

### SetErp(number erp)

This action sets the Baumgarte factor that is used to make sure we can surely push two colliding objects apar

### SetErp2(number erp2)

This action sets a factor to multiply to the position error in another action that solves the position error first so that the two objects won't penetrate each other. Then, the other action will also calculate the necessary impulse so that we can get the objects to move with the velocity that we wan

### SetLinearSlop(number linearSlop)

This action sets the likely difference between the penetration in the next time step (if we don't correct the current penetration) and the current penetratio

### SetNumberIterations(integer iterations)

This action sets the maximum number of repeats a solver can take to find a solutio

### SetRandomizeOrder(boolean flag)

This action sets the indicator to the CollisionSolver3D to solve the constraints in random order because solving in random order can improve stabilit

### SetSplitImpulse(boolean flag)

This action sets whether you want to solve for the position error first before trying to find the right impulse to separate the objects. By setting this to "true," another action in CollisionSolver3D will also use "GetErp2" action from this clas

### SetTimeStep(number timestep)

This action sets the fraction of a physics step that we should update the physics calculation. Time is between 0 and

### SetWarmStarting(boolean flag)

This action allows you to choose to have an initial guess or not of the impulse that will separate the two objects that is involved in a collision apar

### SetWarmStartingFactor(number factor)

This action sets a number that will be multiplied to the impulse that the current object is experiencing at a certain CollisionPoint3D to guess an impulse that will separate the two objects involved in a collisio

### SplitImpulse()

This action returns whether you want to solve for the position error first before trying to find the right impulse to separate the object

#### Return

boolean: