reactphysics3d/src/constraint/Constraint.h

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/********************************************************************************
* 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. *
********************************************************************************/
#ifndef CONSTRAINT_H
#define CONSTRAINT_H
// Libraries
#include "../body/Body.h"
#include "../mathematics/mathematics.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
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 :
Body* const body1; // Pointer to the first body of the constraint
Body* const body2; // Pointer to the second body of the constraint
bool active; // True if the constraint is active
uint nbConstraints; // Number mathematical constraints associated with this Constraint
public :
Constraint(Body* const body1, Body* const body2, uint nbConstraints, bool active); // Constructor // Constructor
virtual ~Constraint(); // Destructor
Body* const getBody1() const; // Return the reference to the body 1
Body* const getBody2() const; // Return the reference to the body 2 // Evaluate the constraint
bool isActive() const; // Return true if the constraint is active // Return the jacobian matrix of body 2
virtual void computeJacobian(int noConstraint, Matrix1x6**& J_sp) const=0; // Compute the jacobian matrix for all mathematical constraints
virtual void computeLowerBound(int noConstraint, Vector& lowerBounds) const=0; // Compute the lowerbounds values for all the mathematical constraints
virtual void computeUpperBound(int noConstraint, Vector& upperBounds) const=0; // Compute the upperbounds values for all the mathematical constraints
virtual void computeErrorValue(int noConstraint, Vector& errorValues) const=0; // Compute the error values for all the mathematical constraints
unsigned int getNbConstraints() const; // Return the number of mathematical constraints // Return the number of auxiliary constraints
};
// Return the reference to the body 1
inline Body* const Constraint::getBody1() const {
return body1;
}
// Return the reference to the body 2
inline Body* const Constraint::getBody2() const {
return body2;
}
// Return true if the constraint is active
inline bool Constraint::isActive() const {
return active;
}
// Return the number auxiliary constraints
inline uint Constraint::getNbConstraints() const {
return nbConstraints;
}
} // End of the ReactPhysics3D namespace
#endif