reactphysics3d/src/body/CollisionBody.cpp

55 lines
2.6 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 "CollisionBody.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
CollisionBody::CollisionBody(const Transform& transform, CollisionShape *collisionShape,
bodyindex id)
: Body(id), mCollisionShape(collisionShape), mTransform(transform),
mIsActive(true), mHasMoved(false) {
assert(collisionShape);
mIsMotionEnabled = true;
mIsCollisionEnabled = true;
mInterpolationFactor = 0.0;
// Initialize the old transform
mOldTransform = transform;
// Initialize the AABB for broad-phase collision detection
mCollisionShape->updateAABB(mAabb, transform);
}
// Destructor
CollisionBody::~CollisionBody() {
}