354 lines
11 KiB
C++
354 lines
11 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 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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#ifndef REACTPHYSICS3D_CONTACT_POINT_H
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#define REACTPHYSICS3D_CONTACT_POINT_H
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// Libraries
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#include "../body/RigidBody.h"
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#include "../configuration.h"
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#include "../mathematics/mathematics.h"
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#include "../configuration.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Structure ContactPointInfo
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/**
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* This structure contains informations about a collision contact
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* computed during the narrow-phase collision detection. Those
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* informations are used to compute the contact set for a contact
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* between two bodies.
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*/
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struct ContactPointInfo {
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private:
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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ContactPointInfo(const ContactPointInfo& contactInfo);
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/// Private assignment operator
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ContactPointInfo& operator=(const ContactPointInfo& contactInfo);
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public:
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// -------------------- Attributes -------------------- //
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/// First rigid body of the constraint
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RigidBody* body1;
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/// Second rigid body of the constraint
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RigidBody* body2;
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/// Normal vector the the collision contact in world space
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const Vector3 normal;
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/// Penetration depth of the contact
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const decimal penetrationDepth;
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/// Contact point of body 1 in local space of body 1
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const Vector3 localPoint1;
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/// Contact point of body 2 in local space of body 2
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const Vector3 localPoint2;
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// -------------------- Methods -------------------- //
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/// Constructor
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ContactPointInfo(const Vector3& normal, decimal penetrationDepth,
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const Vector3& localPoint1, const Vector3& localPoint2)
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: normal(normal), penetrationDepth(penetrationDepth),
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localPoint1(localPoint1), localPoint2(localPoint2) {
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}
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};
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// Class ContactPoint
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/**
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* This class represents a collision contact point between two
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* bodies in the physics engine.
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*/
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class ContactPoint {
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private :
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// -------------------- Attributes -------------------- //
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/// First rigid body of the contact
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RigidBody* mBody1;
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/// Second rigid body of the contact
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RigidBody* mBody2;
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/// Normal vector of the contact (From body1 toward body2) in world space
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const Vector3 mNormal;
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/// Penetration depth
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decimal mPenetrationDepth;
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/// Contact point on body 1 in local space of body 1
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const Vector3 mLocalPointOnBody1;
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/// Contact point on body 2 in local space of body 2
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const Vector3 mLocalPointOnBody2;
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/// Contact point on body 1 in world space
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Vector3 mWorldPointOnBody1;
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/// Contact point on body 2 in world space
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Vector3 mWorldPointOnBody2;
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/// True if the contact is a resting contact (exists for more than one time step)
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bool mIsRestingContact;
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/// Two orthogonal vectors that span the tangential friction plane
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Vector3 mFrictionVectors[2];
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/// Cached penetration impulse
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decimal mPenetrationImpulse;
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/// Cached first friction impulse
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decimal mFrictionImpulse1;
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/// Cached second friction impulse
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decimal mFrictionImpulse2;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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ContactPoint(const ContactPoint& contact);
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/// Private assignment operator
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ContactPoint& operator=(const ContactPoint& contact);
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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ContactPoint(const ContactPointInfo& contactInfo);
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/// Destructor
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~ContactPoint();
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/// Return the reference to the body 1
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RigidBody* const getBody1() const;
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/// Return the reference to the body 2
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RigidBody* const getBody2() const;
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/// Return the normal vector of the contact
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Vector3 getNormal() const;
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/// Set the penetration depth of the contact
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void setPenetrationDepth(decimal penetrationDepth);
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/// Return the contact local point on body 1
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Vector3 getLocalPointOnBody1() const;
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/// Return the contact local point on body 2
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Vector3 getLocalPointOnBody2() const;
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/// Return the contact world point on body 1
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Vector3 getWorldPointOnBody1() const;
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/// Return the contact world point on body 2
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Vector3 getWorldPointOnBody2() const;
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/// Return the cached penetration impulse
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decimal getPenetrationImpulse() const;
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/// Return the cached first friction impulse
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decimal getFrictionImpulse1() const;
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/// Return the cached second friction impulse
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decimal getFrictionImpulse2() const;
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/// Set the cached penetration impulse
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void setPenetrationImpulse(decimal impulse);
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/// Set the first cached friction impulse
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void setFrictionImpulse1(decimal impulse);
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/// Set the second cached friction impulse
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void setFrictionImpulse2(decimal impulse);
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/// Set the contact world point on body 1
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void setWorldPointOnBody1(const Vector3& worldPoint);
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/// Set the contact world point on body 2
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void setWorldPointOnBody2(const Vector3& worldPoint);
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/// Return true if the contact is a resting contact
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bool getIsRestingContact() const;
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/// Set the mIsRestingContact variable
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void setIsRestingContact(bool isRestingContact);
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/// Get the first friction vector
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Vector3 getFrictionVector1() const;
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/// Set the first friction vector
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void setFrictionVector1(const Vector3& frictionVector1);
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/// Get the second friction vector
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Vector3 getFrictionVector2() const;
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/// Set the second friction vector
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void setFrictionVector2(const Vector3& frictionVector2);
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/// Return the penetration depth
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decimal getPenetrationDepth() const;
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/// Return the number of bytes used by the contact point
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size_t getSizeInBytes() const;
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};
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// Return the reference to the body 1
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inline RigidBody* const ContactPoint::getBody1() const {
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return mBody1;
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}
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// Return the reference to the body 2
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inline RigidBody* const ContactPoint::getBody2() const {
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return mBody2;
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}
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// Return the normal vector of the contact
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inline Vector3 ContactPoint::getNormal() const {
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return mNormal;
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}
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// Set the penetration depth of the contact
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inline void ContactPoint::setPenetrationDepth(decimal penetrationDepth) {
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this->mPenetrationDepth = penetrationDepth;
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}
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// Return the contact point on body 1
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inline Vector3 ContactPoint::getLocalPointOnBody1() const {
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return mLocalPointOnBody1;
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}
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// Return the contact point on body 2
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inline Vector3 ContactPoint::getLocalPointOnBody2() const {
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return mLocalPointOnBody2;
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}
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// Return the contact world point on body 1
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inline Vector3 ContactPoint::getWorldPointOnBody1() const {
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return mWorldPointOnBody1;
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}
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// Return the contact world point on body 2
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inline Vector3 ContactPoint::getWorldPointOnBody2() const {
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return mWorldPointOnBody2;
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}
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// Return the cached penetration impulse
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inline decimal ContactPoint::getPenetrationImpulse() const {
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return mPenetrationImpulse;
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}
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// Return the cached first friction impulse
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inline decimal ContactPoint::getFrictionImpulse1() const {
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return mFrictionImpulse1;
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}
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// Return the cached second friction impulse
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inline decimal ContactPoint::getFrictionImpulse2() const {
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return mFrictionImpulse2;
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}
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// Set the cached penetration impulse
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inline void ContactPoint::setPenetrationImpulse(decimal impulse) {
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mPenetrationImpulse = impulse;
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}
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// Set the first cached friction impulse
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inline void ContactPoint::setFrictionImpulse1(decimal impulse) {
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mFrictionImpulse1 = impulse;
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}
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// Set the second cached friction impulse
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inline void ContactPoint::setFrictionImpulse2(decimal impulse) {
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mFrictionImpulse2 = impulse;
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}
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// Set the contact world point on body 1
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inline void ContactPoint::setWorldPointOnBody1(const Vector3& worldPoint) {
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mWorldPointOnBody1 = worldPoint;
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}
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// Set the contact world point on body 2
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inline void ContactPoint::setWorldPointOnBody2(const Vector3& worldPoint) {
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mWorldPointOnBody2 = worldPoint;
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}
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// Return true if the contact is a resting contact
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inline bool ContactPoint::getIsRestingContact() const {
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return mIsRestingContact;
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}
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// Set the mIsRestingContact variable
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inline void ContactPoint::setIsRestingContact(bool isRestingContact) {
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mIsRestingContact = isRestingContact;
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}
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// Get the first friction vector
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inline Vector3 ContactPoint::getFrictionVector1() const {
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return mFrictionVectors[0];
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}
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// Set the first friction vector
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inline void ContactPoint::setFrictionVector1(const Vector3& frictionVector1) {
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mFrictionVectors[0] = frictionVector1;
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}
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// Get the second friction vector
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inline Vector3 ContactPoint::getFrictionVector2() const {
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return mFrictionVectors[1];
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}
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// Set the second friction vector
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inline void ContactPoint::setFrictionVector2(const Vector3& frictionVector2) {
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mFrictionVectors[1] = frictionVector2;
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}
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// Return the penetration depth of the contact
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inline decimal ContactPoint::getPenetrationDepth() const {
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return mPenetrationDepth;
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}
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// Return the number of bytes used by the contact point
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inline size_t ContactPoint::getSizeInBytes() const {
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return sizeof(ContactPoint);
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}
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}
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#endif
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