reactphysics3d/src/constraint/ContactPoint.cpp

59 lines
3.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "ContactPoint.h"
#include "collision/ProxyShape.h"
using namespace reactphysics3d;
using namespace std;
// Constructor
ContactPoint::ContactPoint(const ContactPointInfo& contactInfo)
: mBody1(contactInfo.shape1->getBody()), mBody2(contactInfo.shape2->getBody()),
mNormal(contactInfo.normal),
mPenetrationDepth(contactInfo.penetrationDepth),
mLocalPointOnBody1(contactInfo.localPoint1),
mLocalPointOnBody2(contactInfo.localPoint2),
mWorldPointOnBody1(contactInfo.shape1->getBody()->getTransform() *
contactInfo.shape1->getLocalToBodyTransform() *
contactInfo.localPoint1),
mWorldPointOnBody2(contactInfo.shape2->getBody()->getTransform() *
contactInfo.shape2->getLocalToBodyTransform() *
contactInfo.localPoint2),
mIsRestingContact(false) {
mFrictionVectors[0] = Vector3(0, 0, 0);
mFrictionVectors[1] = Vector3(0, 0, 0);
assert(mPenetrationDepth > 0.0);
}
// Destructor
ContactPoint::~ContactPoint() {
}