reactphysics3d/src/body/RigidBody.cpp
2012-01-27 22:41:26 +00:00

52 lines
2.6 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 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 "RigidBody.h"
#include "../colliders/Collider.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
RigidBody::RigidBody(const Transform& transform, decimal mass, const Matrix3x3& inertiaTensorLocal, Collider* collider, long unsigned id)
: Body(transform, collider, mass, id), inertiaTensorLocal(inertiaTensorLocal),
inertiaTensorLocalInverse(inertiaTensorLocal.getInverse()), massInverse(1.0/mass) {
restitution = 1.0;
// Set the body pointer of the AABB and the collider
aabb->setBodyPointer(this);
assert(collider);
assert(aabb);
}
// Destructor
RigidBody::~RigidBody() {
};