reactphysics3d/src/constraint/ContactPoint.h

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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_CONTACT_POINT_H
#define REACTPHYSICS3D_CONTACT_POINT_H
// Libraries
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#include "configuration.h"
#include "mathematics/mathematics.h"
#include "collision/ContactPointInfo.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class CollisionBody;
struct NarrowPhaseInfo;
// Class ContactPoint
/**
* This class represents a collision contact point between two
* bodies in the physics engine.
*/
class ContactPoint {
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private :
// -------------------- Attributes -------------------- //
/// Normalized normal vector of the contact (from body1 toward body2) in world space
Vector3 mNormal;
/// Penetration depth
decimal mPenetrationDepth;
/// Contact point on proxy shape 1 in local-space of proxy shape 1
Vector3 mLocalPointOnShape1;
/// Contact point on proxy shape 2 in local-space of proxy shape 2
Vector3 mLocalPointOnShape2;
/// True if the contact is a resting contact (exists for more than one time step)
bool mIsRestingContact;
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/// Cached penetration impulse
decimal mPenetrationImpulse;
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/// True if the contact point is obsolete
bool mIsObsolete;
/// Pointer to the next contact point in the double linked-list
ContactPoint* mNext;
/// Pointer to the previous contact point in the double linked-list
ContactPoint* mPrevious;
/// World settings
const WorldSettings& mWorldSettings;
// -------------------- Methods -------------------- //
/// Update the contact point with a new one that is similar (very close)
void update(const ContactPointInfo* contactInfo);
/// Return true if the contact point is similar (close enougth) to another given contact point
bool isSimilarWithContactPoint(const ContactPointInfo* contactPoint) const;
/// Set the cached penetration impulse
void setPenetrationImpulse(decimal impulse);
/// Set the mIsRestingContact variable
void setIsRestingContact(bool isRestingContact);
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/// Set to true to make the contact point obsolete
void setIsObsolete(bool isObselete);
/// Set the next contact point in the linked list
void setNext(ContactPoint* next);
/// Set the previous contact point in the linked list
void setPrevious(ContactPoint* previous);
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/// Return true if the contact point is obsolete
bool getIsObsolete() const;
public :
// -------------------- Methods -------------------- //
/// Constructor
ContactPoint(const ContactPointInfo* contactInfo, const WorldSettings& worldSettings);
/// Destructor
~ContactPoint() = default;
/// Deleted copy-constructor
ContactPoint(const ContactPoint& contact) = delete;
/// Deleted assignment operator
ContactPoint& operator=(const ContactPoint& contact) = delete;
/// Return the normal vector of the contact
Vector3 getNormal() const;
/// Return the contact point on the first proxy shape in the local-space of the proxy shape
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const Vector3& getLocalPointOnShape1() const;
/// Return the contact point on the second proxy shape in the local-space of the proxy shape
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const Vector3& getLocalPointOnShape2() const;
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/// Return the cached penetration impulse
decimal getPenetrationImpulse() const;
/// Return true if the contact is a resting contact
bool getIsRestingContact() const;
/// Return the previous contact point in the linked list
inline ContactPoint* getPrevious() const;
/// Return the next contact point in the linked list
ContactPoint* getNext() const;
/// Return the penetration depth
decimal getPenetrationDepth() const;
/// Return the number of bytes used by the contact point
size_t getSizeInBytes() const;
// Friendship
friend class ContactManifold;
friend class ContactManifoldSet;
friend class ContactSolver;
};
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// Return the normal vector of the contact
inline Vector3 ContactPoint::getNormal() const {
return mNormal;
}
// Return the contact point on the first proxy shape in the local-space of the proxy shape
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inline const Vector3& ContactPoint::getLocalPointOnShape1() const {
return mLocalPointOnShape1;
}
// Return the contact point on the second proxy shape in the local-space of the proxy shape
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inline const Vector3& ContactPoint::getLocalPointOnShape2() const {
return mLocalPointOnShape2;
}
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// Return the cached penetration impulse
inline decimal ContactPoint::getPenetrationImpulse() const {
return mPenetrationImpulse;
}
// Return true if the contact point is similar (close enougth) to another given contact point
inline bool ContactPoint::isSimilarWithContactPoint(const ContactPointInfo* localContactPointBody1) const {
return (localContactPointBody1->localPoint1 - mLocalPointOnShape1).lengthSquare() <= (mWorldSettings.persistentContactDistanceThreshold *
mWorldSettings.persistentContactDistanceThreshold);
}
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// Set the cached penetration impulse
inline void ContactPoint::setPenetrationImpulse(decimal impulse) {
mPenetrationImpulse = impulse;
}
// Return true if the contact is a resting contact
inline bool ContactPoint::getIsRestingContact() const {
return mIsRestingContact;
}
// Set the mIsRestingContact variable
inline void ContactPoint::setIsRestingContact(bool isRestingContact) {
mIsRestingContact = isRestingContact;
}
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// Return true if the contact point is obsolete
inline bool ContactPoint::getIsObsolete() const {
return mIsObsolete;
}
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// Set to true to make the contact point obsolete
inline void ContactPoint::setIsObsolete(bool isObsolete) {
mIsObsolete = isObsolete;
}
// Return the next contact point in the linked list
inline ContactPoint* ContactPoint::getNext() const {
return mNext;
}
// Set the next contact point in the linked list
inline void ContactPoint::setNext(ContactPoint* next) {
mNext = next;
}
// Return the previous contact point in the linked list
inline ContactPoint* ContactPoint::getPrevious() const {
return mPrevious;
}
// Set the previous contact point in the linked list
inline void ContactPoint::setPrevious(ContactPoint* previous) {
mPrevious = previous;
}
// Return the penetration depth of the contact
inline decimal ContactPoint::getPenetrationDepth() const {
return mPenetrationDepth;
}
// Return the number of bytes used by the contact point
inline size_t ContactPoint::getSizeInBytes() const {
return sizeof(ContactPoint);
}
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}
#endif