/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010 Daniel Chappuis * ********************************************************************************* * * * Permission is hereby granted, free of charge, to any person obtaining a copy * * of this software and associated documentation files (the "Software"), to deal * * in the Software without restriction, including without limitation the rights * * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * * copies of the Software, and to permit persons to whom the Software is * * furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * * THE SOFTWARE. * ********************************************************************************/ #ifndef CONSTRAINT_H #define CONSTRAINT_H // Libraries #include "../body/Body.h" #include "../mathematics/mathematics.h" // ReactPhysics3D namespace namespace reactphysics3d { /* ------------------------------------------------------------------- Class Constraint : This abstract class represents a constraint in the physics engine. A constraint can be a collision contact or a joint for instance. Each constraint can be made of several "mathematical constraints" needed to represent the main constraint. ------------------------------------------------------------------- */ class Constraint { protected : Body* const body1; // Pointer to the first body of the constraint Body* const body2; // Pointer to the second body of the constraint bool active; // True if the constraint is active uint nbConstraints; // Number mathematical constraints associated with this Constraint public : Constraint(Body* const body1, Body* const body2, uint nbConstraints, bool active); // Constructor // Constructor virtual ~Constraint(); // Destructor Body* const getBody1() const; // Return the reference to the body 1 Body* const getBody2() const; // Return the reference to the body 2 // Evaluate the constraint bool isActive() const; // Return true if the constraint is active // Return the jacobian matrix of body 2 virtual void computeJacobian(int noConstraint, Matrix1x6**& J_sp) const=0; // Compute the jacobian matrix for all mathematical constraints virtual void computeLowerBound(int noConstraint, Vector& lowerBounds) const=0; // Compute the lowerbounds values for all the mathematical constraints virtual void computeUpperBound(int noConstraint, Vector& upperBounds) const=0; // Compute the upperbounds values for all the mathematical constraints virtual void computeErrorValue(int noConstraint, Vector& errorValues) const=0; // Compute the error values for all the mathematical constraints unsigned int getNbConstraints() const; // Return the number of mathematical constraints // Return the number of auxiliary constraints }; // Return the reference to the body 1 inline Body* const Constraint::getBody1() const { return body1; } // Return the reference to the body 2 inline Body* const Constraint::getBody2() const { return body2; } // Return true if the constraint is active inline bool Constraint::isActive() const { return active; } // Return the number auxiliary constraints inline uint Constraint::getNbConstraints() const { return nbConstraints; } } // End of the ReactPhysics3D namespace #endif