DeMaterial *matA, *matB; DeFloat _muAB, _epsAB; matA->epsilon( .5 ); matA->friction( DE_FRICTION_DYNAMIC, .5 ) matB->epsilon( 0 ); matB->friction( DE_FRICTION_DYNAMIC, .5 ) _epsAB = _matA->epsilon( _matB ); //returns min/max/mean(0,.5) depending on current model, b/c no binding between A and B _muAB = _matA->friction( DE_FRICTION_DYNAMIC, _matB ); //returns min/max/mean(.5,.5) depending on current model, b/c no binding between A and B matA->epsilon( 1, matB ); //begins bindings for matA and matB _epsAB = _matA->epsilon( _matB ); //returns 1 b/c A and B were bound above _muAB = _matA->friction( DE_FRICTION_DYNAMIC, _matB ); //returns 0 b/c A and B were bound above and nothing has yet been set for mu, so defaults to zero
// Make the DePrimPair object first DePrimPairCallnum(); // flushes the tables and forces re-calculations DeInt status = myPrimPair.checkPrim( aTb ); // Gets the status (an int) between the two objects, aTb is the DeTransform from A to B DeFloat distance = myPrimPair.distance(); // Gets the closest distance between objects A and B of the DePrimPair // Will only return correct value after a call to checkPrim