/******************************************************************************** * 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 CONTACTINFO_H #define CONTACTINFO_H // Libraries #include "../body/OBB.h" #include "../mathematics/mathematics.h" // ReactPhysics3D namespace namespace reactphysics3d { /* ------------------------------------------------------------------- Structure ContactInfo : This structure contains informations about a collision contact computed durring the narow phase collision detection. Those informations are use to compute the contact set for a contact between two bodies. ------------------------------------------------------------------- */ struct ContactInfo { public: // TODO : Use polymorphism here (change OBB into BoundingVolume to be more general) const OBB* const obb1; // Body pointer of the first bounding volume const OBB* const obb2; // Body pointer of the second bounding volume const Vector3D normal; // Normal vector the the collision contact const double penetrationDepth; // Penetration depth of the contact ContactInfo(const OBB* const obb1, const OBB* const obb2, const Vector3D& normal, double penetrationDepth); // Constructor }; } // End of the ReactPhysics3D namespace #endif