56 lines
2.7 KiB
C++
56 lines
2.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2012 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "Body.h"
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#include "../collision/shapes/CollisionShape.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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Body::Body(const Transform& transform, CollisionShape *collisionShape, decimal mass, bodyindex id)
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: collisionShape(collisionShape), mass(mass), transform(transform), isActive(true), id(id), hasMoved(false) {
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assert(mass > 0.0);
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assert(collisionShape);
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isMotionEnabled = true;
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isCollisionEnabled = true;
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interpolationFactor = 0.0;
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// Initialize the old transform
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oldTransform = transform;
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// Create the AABB for broad-phase collision detection
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aabb = new AABB(transform, collisionShape->getLocalExtents(OBJECT_MARGIN));
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}
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// Destructor
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Body::~Body() {
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// Delete the AABB
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delete aabb;
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}
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