/******************************************************************************** * 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_CONTACT_POINT_INFO_H #define REACTPHYSICS3D_CONTACT_POINT_INFO_H // Libraries #include "body/CollisionBody.h" #include "mathematics/mathematics.h" #include "configuration.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Structure ContactPointInfo /** * This structure contains informations about a collision contact * computed during the narrow-phase collision detection. Those * informations are used to compute the contact set for a contact * between two bodies. */ struct ContactPointInfo { private: // -------------------- Methods -------------------- // public: // -------------------- Attributes -------------------- // /// Normalized normal vector of the collision contact in world space Vector3 normal; /// Penetration depth of the contact decimal penetrationDepth; /// Contact point of body 1 in local space of body 1 Vector3 localPoint1; /// Contact point of body 2 in local space of body 2 Vector3 localPoint2; /// Pointer to the next contact point info ContactPointInfo* next; /// True if the contact point has already been inserted into a manifold bool isUsed; // -------------------- Methods -------------------- // /// Constructor ContactPointInfo(const Vector3& contactNormal, decimal penDepth, const Vector3& localPt1, const Vector3& localPt2) : normal(contactNormal), penetrationDepth(penDepth), localPoint1(localPt1), localPoint2(localPt2), next(nullptr), isUsed(false) { assert(contactNormal.lengthSquare() > decimal(0.8)); assert(penDepth > decimal(0.0)); } /// Destructor ~ContactPointInfo() = default; }; } #endif