reactphysics3d/src/constraint/Contact.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 CONTACT_H
#define CONTACT_H
// Libraries
#include "Constraint.h"
#include "../collision/ContactInfo.h"
#include "../body/RigidBody.h"
#include "../constants.h"
#include "../mathematics/mathematics.h"
#ifdef VISUAL_DEBUG
#include <GL/freeglut.h>
#include <GL/gl.h>
#endif
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Contact :
This class represents a collision contact between two bodies in
the physics engine. The contact class inherits from the
Constraint class. Each Contact represent a contact between two bodies
and contains the two contact points on each body. The contact has 3
mathematical constraints (1 for the contact constraint, and 2
for the friction constraints).
-------------------------------------------------------------------
*/
class Contact : public Constraint {
protected :
const Vector3 normal; // Normal vector of the contact (From body1 toward body2) in world space
double penetrationDepth; // Penetration depth
const Vector3 localPointOnBody1; // Contact point on body 1 in local space of body 1
const Vector3 localPointOnBody2; // Contact point on body 2 in local space of body 2
Vector3 worldPointOnBody1; // Contact point on body 1 in world space
Vector3 worldPointOnBody2; // Contact point on body 2 in world space
std::vector<Vector3> frictionVectors; // Two orthogonal vectors that span the tangential friction plane
double mu_mc_g;
void computeFrictionVectors(); // Compute the two friction vectors that span the tangential friction plane
public :
Contact(const ContactInfo* contactInfo); // Constructor
virtual ~Contact(); // Destructor
Vector3 getNormal() const; // Return the normal vector of the contact
void setPenetrationDepth(double penetrationDepth); // Set the penetration depth of the contact
Vector3 getLocalPointOnBody1() const; // Return the contact local point on body 1
Vector3 getLocalPointOnBody2() const; // Return the contact local point on body 2
Vector3 getWorldPointOnBody1() const; // Return the contact world point on body 1
Vector3 getWorldPointOnBody2() const; // Return the contact world point on body 2
void setWorldPointOnBody1(const Vector3& worldPoint); // Set the contact world point on body 1
void setWorldPointOnBody2(const Vector3& worldPoint); // Set the contact world point on body 2
virtual void computeJacobian(int noConstraint, Matrix1x6**& J_SP) const; // Compute the jacobian matrix for all mathematical constraints
virtual void computeLowerBound(int noConstraint, Vector& lowerBounds) const; // Compute the lowerbounds values for all the mathematical constraints
virtual void computeUpperBound(int noConstraint, Vector& upperBounds) const; // Compute the upperbounds values for all the mathematical constraints
virtual void computeErrorValue(int noConstraint, Vector& errorValues) const; // Compute the error values for all the mathematical constraints
double getPenetrationDepth() const; // Return the penetration depth
#ifdef VISUAL_DEBUG
void draw() const; // Draw the contact (for debugging)
#endif
};
// Compute the two unit orthogonal vectors "v1" and "v2" that span the tangential friction plane
// The two vectors have to be such that : v1 x v2 = contactNormal
inline void Contact::computeFrictionVectors() {
// Delete the current friction vectors
frictionVectors.clear();
// Compute the first orthogonal vector
Vector3 vector1 = normal.getOneOrthogonalVector();
frictionVectors.push_back(vector1);
// Compute the second orthogonal vector using the cross product
frictionVectors.push_back(normal.cross(vector1));
}
// Return the normal vector of the contact
inline Vector3 Contact::getNormal() const {
return normal;
}
// Set the penetration depth of the contact
inline void Contact::setPenetrationDepth(double penetrationDepth) {
this->penetrationDepth = penetrationDepth;
}
// Return the contact point on body 1
inline Vector3 Contact::getLocalPointOnBody1() const {
return localPointOnBody1;
}
// Return the contact point on body 2
inline Vector3 Contact::getLocalPointOnBody2() const {
return localPointOnBody2;
}
// Return the contact world point on body 1
inline Vector3 Contact::getWorldPointOnBody1() const {
return worldPointOnBody1;
}
// Return the contact world point on body 2
inline Vector3 Contact::getWorldPointOnBody2() const {
return worldPointOnBody2;
}
// Set the contact world point on body 1
inline void Contact::setWorldPointOnBody1(const Vector3& worldPoint) {
worldPointOnBody1 = worldPoint;
}
// Set the contact world point on body 2
inline void Contact::setWorldPointOnBody2(const Vector3& worldPoint) {
worldPointOnBody2 = worldPoint;
}
// Return the penetration depth of the contact
inline double Contact::getPenetrationDepth() const {
return penetrationDepth;
}
#ifdef VISUAL_DEBUG
// TODO : Delete this (Used to debug collision detection)
inline void Contact::draw() const {
glColor3f(1.0, 0.0, 0.0);
glutSolidSphere(0.3, 20, 20);
}
#endif
} // End of the ReactPhysics3D namespace
#endif