reactphysics3d/src/body/Body.cpp
2011-10-18 22:03:05 +00:00

55 lines
2.5 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "Body.h"
#include "../shapes/Shape.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
Body::Body(const Transform& transform, Shape* shape, double mass, long unsigned int id)
: shape(shape), transform(transform), mass(mass), id(id) {
assert(mass > 0.0);
assert(shape);
isMotionEnabled = true;
isCollisionEnabled = true;
interpolationFactor = 0.0;
// Initialize the old transform
oldTransform = transform;
// Create the AABB for broad-phase collision detection
aabb = new AABB(transform, shape->getLocalExtents(OBJECT_MARGIN));
}
// Destructor
Body::~Body() {
// Delete the AABB
delete aabb;
}