/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2019 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. * * * ********************************************************************************/ // Libraries #include "ContactPoint.h" #include "collision/Collider.h" using namespace reactphysics3d; using namespace std; // Constructor ContactPoint::ContactPoint(const ContactPointInfo* contactInfo, decimal persistentContactDistanceThreshold) : mNormal(contactInfo->normal), mPenetrationDepth(contactInfo->penetrationDepth), mLocalPointOnShape1(contactInfo->localPoint1), mLocalPointOnShape2(contactInfo->localPoint2), mIsRestingContact(false), mIsObsolete(false), mNext(nullptr), mPrevious(nullptr), mPersistentContactDistanceThreshold(persistentContactDistanceThreshold) { assert(mPenetrationDepth > decimal(0.0)); assert(mNormal.lengthSquare() > decimal(0.8)); mIsObsolete = false; } // Constructor ContactPoint::ContactPoint(const ContactPointInfo& contactInfo, decimal persistentContactDistanceThreshold) : mNormal(contactInfo.normal), mPenetrationDepth(contactInfo.penetrationDepth), mLocalPointOnShape1(contactInfo.localPoint1), mLocalPointOnShape2(contactInfo.localPoint2), mIsRestingContact(false), mPenetrationImpulse(0), mIsObsolete(false), mPersistentContactDistanceThreshold(persistentContactDistanceThreshold) { assert(mPenetrationDepth > decimal(0.0)); assert(mNormal.lengthSquare() > decimal(0.8)); mIsObsolete = false; } // Update the contact point with a new one that is similar (very close) /// The idea is to keep the cache impulse (for warm starting the contact solver) void ContactPoint::update(const ContactPointInfo* contactInfo) { assert(isSimilarWithContactPoint(contactInfo)); assert(contactInfo->penetrationDepth > decimal(0.0)); mNormal = contactInfo->normal; mPenetrationDepth = contactInfo->penetrationDepth; mLocalPointOnShape1 = contactInfo->localPoint1; mLocalPointOnShape2 = contactInfo->localPoint2; mIsObsolete = false; }