reactphysics3d/src/constraint/Constraint.h

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/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef CONSTRAINT_H
#define 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
enum ConstraintType {CONTACT};
/* -------------------------------------------------------------------
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;
// Number mathematical constraints associated with this Constraint
uint mNbConstraints;
// Type of the constraint
const ConstraintType mType;
// Cached lambda values of each mathematical constraint for
// more precise initializaton of LCP solver
std::vector<decimal> mCachedLambdas;
// -------------------- 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, uint nbConstraints,
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 number of mathematical constraints
unsigned int getNbConstraints() const;
// Get one cached lambda value
decimal getCachedLambda(int index) const;
// Set on cached lambda value
void setCachedLambda(int index, decimal lambda);
};
// 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;
}
// Return the number auxiliary constraints
inline uint Constraint::getNbConstraints() const {
return mNbConstraints;
}
// Get one previous lambda value
inline decimal Constraint::getCachedLambda(int index) const {
assert(index >= 0 && index < mNbConstraints);
return mCachedLambdas[index];
}
// Set on cached lambda value
inline void Constraint::setCachedLambda(int index, decimal lambda) {
assert(index >= 0 && index < mNbConstraints);
mCachedLambdas[index] = lambda;
}
} // End of the ReactPhysics3D namespace
#endif