reactphysics3d/src/constraint/Constraint.h

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/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_CONSTRAINT_H
#define REACTPHYSICS3D_CONSTRAINT_H
// Libraries
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#include "../body/RigidBody.h"
#include "../mathematics/mathematics.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
// Enumeration for the type of a constraint
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enum ConstraintType {CONTACT, BALLSOCKETJOINT};
// Class Constraint
/**
* This abstract class represents a constraint in the physics engine.
* A constraint can be a collision contact or a joint for
* instance. Each constraint can be made of several "mathematical
* constraints" needed to represent the main constraint.
*/
class Constraint {
protected :
// -------------------- Attributes -------------------- //
/// Pointer to the first body of the constraint
RigidBody* const mBody1;
/// Pointer to the second body of the constraint
RigidBody* const mBody2;
/// True if the constraint is active
bool mActive;
/// Type of the constraint
const ConstraintType mType;
// -------------------- Methods -------------------- //
/// Private copy-constructor
Constraint(const Constraint& constraint);
/// Private assignment operator
Constraint& operator=(const Constraint& constraint);
public :
// -------------------- Methods -------------------- //
/// Constructor
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Constraint(RigidBody* const body1, RigidBody* const body2,
bool active, ConstraintType type);
/// Destructor
virtual ~Constraint();
/// Return the reference to the body 1
RigidBody* const getBody1() const;
/// Return the reference to the body 2
RigidBody* const getBody2() const;
/// Return true if the constraint is active
bool isActive() const;
/// Return the type of the constraint
ConstraintType getType() const;
};
// Return the reference to the body 1
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inline RigidBody* const Constraint::getBody1() const {
return mBody1;
}
// Return the reference to the body 2
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inline RigidBody* const Constraint::getBody2() const {
return mBody2;
}
// Return true if the constraint is active
inline bool Constraint::isActive() const {
return mActive;
}
// Return the type of the constraint
inline ConstraintType Constraint::getType() const {
return mType;
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}
}
#endif