/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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 -------------------- // /// Private assignment operator Impulse& operator=(const Impulse& impulse); 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) { ; } }; } #endif