reactphysics3d/src/collision/ContactPointInfo.h

91 lines
3.7 KiB
C++

/********************************************************************************
* 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