2010-09-09 22:06:57 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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#ifndef CONTACT_H
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#define CONTACT_H
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// Libraries
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#include "Constraint.h"
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#include "../collision/ContactInfo.h"
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#include "../body/RigidBody.h"
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#include "../constants.h"
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#include "../mathematics/mathematics.h"
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#include "../memory/MemoryPool.h"
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#include <new>
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#ifdef VISUAL_DEBUG
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#include <GLUT/glut.h>
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#include <OpenGL/gl.h>
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#endif
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class Contact :
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This class represents a collision contact between two bodies in
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the physics engine. The contact class inherits from the
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Constraint class. Each Contact represent a contact between two bodies
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and contains the two contact points on each body. The contact has 3
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mathematical constraints (1 for the contact constraint, and 2
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for the friction constraints).
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-------------------------------------------------------------------
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*/
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class Contact : public Constraint {
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protected :
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const Vector3 normal; // Normal vector of the contact (From body1 toward body2) in world space
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double penetrationDepth; // Penetration depth
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const Vector3 localPointOnBody1; // Contact point on body 1 in local space of body 1
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const Vector3 localPointOnBody2; // Contact point on body 2 in local space of body 2
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Vector3 worldPointOnBody1; // Contact point on body 1 in world space
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Vector3 worldPointOnBody2; // Contact point on body 2 in world space
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std::vector<Vector3> frictionVectors; // Two orthogonal vectors that span the tangential friction plane
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double mu_mc_g;
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void computeFrictionVectors(); // Compute the two friction vectors that span the tangential friction plane
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public :
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Contact(const ContactInfo* contactInfo); // Constructor
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virtual ~Contact(); // Destructor
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Vector3 getNormal() const; // Return the normal vector of the contact
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void setPenetrationDepth(double penetrationDepth); // Set the penetration depth of the contact
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Vector3 getLocalPointOnBody1() const; // Return the contact local point on body 1
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Vector3 getLocalPointOnBody2() const; // Return the contact local point on body 2
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Vector3 getWorldPointOnBody1() const; // Return the contact world point on body 1
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Vector3 getWorldPointOnBody2() const; // Return the contact world point on body 2
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void setWorldPointOnBody1(const Vector3& worldPoint); // Set the contact world point on body 1
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void setWorldPointOnBody2(const Vector3& worldPoint); // Set the contact world point on body 2
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virtual void computeJacobian(int noConstraint, Matrix1x6**& J_SP) const; // Compute the jacobian matrix for all mathematical constraints
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virtual void computeLowerBound(int noConstraint, Vector& lowerBounds) const; // Compute the lowerbounds values for all the mathematical constraints
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virtual void computeUpperBound(int noConstraint, Vector& upperBounds) const; // Compute the upperbounds values for all the mathematical constraints
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virtual void computeErrorValue(int noConstraint, Vector& errorValues) const; // Compute the error values for all the mathematical constraints
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double getPenetrationDepth() const; // Return the penetration depth
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#ifdef VISUAL_DEBUG
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void draw() const; // Draw the contact (for debugging)
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#endif
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//void* operator new(size_t, MemoryPool<Contact>& pool) throw(std::bad_alloc); // Overloaded new operator for customized memory allocation
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//void operator delete(void* p, MemoryPool<Contact>& pool); // Overloaded delete operator for customized memory allocation
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};
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// Compute the two unit orthogonal vectors "v1" and "v2" that span the tangential friction plane
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// The two vectors have to be such that : v1 x v2 = contactNormal
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inline void Contact::computeFrictionVectors() {
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// Delete the current friction vectors
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frictionVectors.clear();
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// Compute the first orthogonal vector
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Vector3 vector1 = normal.getOneOrthogonalVector();
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frictionVectors.push_back(vector1);
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// Compute the second orthogonal vector using the cross product
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frictionVectors.push_back(normal.cross(vector1));
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}
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// Return the normal vector of the contact
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inline Vector3 Contact::getNormal() const {
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return normal;
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}
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// Set the penetration depth of the contact
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inline void Contact::setPenetrationDepth(double penetrationDepth) {
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this->penetrationDepth = penetrationDepth;
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}
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// Return the contact point on body 1
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inline Vector3 Contact::getLocalPointOnBody1() const {
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return localPointOnBody1;
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}
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// Return the contact point on body 2
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inline Vector3 Contact::getLocalPointOnBody2() const {
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return localPointOnBody2;
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}
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// Return the contact world point on body 1
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inline Vector3 Contact::getWorldPointOnBody1() const {
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return worldPointOnBody1;
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}
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// Return the contact world point on body 2
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inline Vector3 Contact::getWorldPointOnBody2() const {
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return worldPointOnBody2;
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}
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// Set the contact world point on body 1
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inline void Contact::setWorldPointOnBody1(const Vector3& worldPoint) {
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worldPointOnBody1 = worldPoint;
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}
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// Set the contact world point on body 2
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inline void Contact::setWorldPointOnBody2(const Vector3& worldPoint) {
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worldPointOnBody2 = worldPoint;
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}
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// Return the penetration depth of the contact
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inline double Contact::getPenetrationDepth() const {
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return penetrationDepth;
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}
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2011-10-18 22:03:05 +00:00
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2010-09-16 20:56:09 +00:00
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#ifdef VISUAL_DEBUG
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// TODO : Delete this (Used to debug collision detection)
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inline void Contact::draw() const {
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glColor3f(1.0, 0.0, 0.0);
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glutSolidSphere(0.3, 20, 20);
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}
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#endif
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} // End of the ReactPhysics3D namespace
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#endif
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