Remove Impulse class

This commit is contained in:
Daniel Chappuis 2016-10-11 20:08:47 +02:00
parent 7b5dce927e
commit 58ae61d6aa
3 changed files with 0 additions and 89 deletions

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@ -147,7 +147,6 @@ SET (REACTPHYSICS3D_SOURCES
"src/engine/DynamicsWorld.h"
"src/engine/DynamicsWorld.cpp"
"src/engine/EventListener.h"
"src/engine/Impulse.h"
"src/engine/Island.h"
"src/engine/Island.cpp"
"src/engine/Material.h"

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@ -32,7 +32,6 @@
#include "constraint/Joint.h"
#include "collision/ContactManifold.h"
#include "Island.h"
#include "Impulse.h"
#include <map>
#include <set>

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@ -1,87 +0,0 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* 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_IMPULSE_H
#define REACTPHYSICS3D_IMPULSE_H
// Libraries
#include "mathematics/mathematics.h"
namespace reactphysics3d {
// Structure Impulse
/**
* Represents an impulse that we can apply to bodies in the contact or constraint solver.
*/
struct Impulse {
private:
// -------------------- Methods -------------------- //
public:
// -------------------- Attributes -------------------- //
/// Linear impulse applied to the first body
const Vector3 linearImpulseBody1;
/// Angular impulse applied to the first body
const Vector3 angularImpulseBody1;
/// Linear impulse applied to the second body
const Vector3 linearImpulseBody2;
/// Angular impulse applied to the second body
const Vector3 angularImpulseBody2;
// -------------------- Methods -------------------- //
/// Constructor
Impulse(const Vector3& initLinearImpulseBody1, const Vector3& initAngularImpulseBody1,
const Vector3& initLinearImpulseBody2, const Vector3& initAngularImpulseBody2)
: linearImpulseBody1(initLinearImpulseBody1),
angularImpulseBody1(initAngularImpulseBody1),
linearImpulseBody2(initLinearImpulseBody2),
angularImpulseBody2(initAngularImpulseBody2) {
}
/// Copy-constructor
Impulse(const Impulse& impulse)
: linearImpulseBody1(impulse.linearImpulseBody1),
angularImpulseBody1(impulse.angularImpulseBody1),
linearImpulseBody2(impulse.linearImpulseBody2),
angularImpulseBody2(impulse.angularImpulseBody2) {
}
/// Deleted assignment operator
Impulse& operator=(const Impulse& impulse) = delete;
};
}
#endif