reactphysics3d/src/constraint/ContactPoint.h

374 lines
12 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_H
#define REACTPHYSICS3D_CONTACT_POINT_H
// Libraries
#include "body/CollisionBody.h"
#include "collision/CollisionShapeInfo.h"
#include "configuration.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 -------------------- //
/// First proxy shape of the contact
ProxyShape* shape1;
/// Second proxy shape of the contact
ProxyShape* shape2;
/// First collision shape
const CollisionShape* collisionShape1;
/// Second collision shape
const CollisionShape* collisionShape2;
/// 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;
// -------------------- Methods -------------------- //
/// Constructor
ContactPointInfo(ProxyShape* proxyShape1, ProxyShape* proxyShape2, const CollisionShape* collShape1,
const CollisionShape* collShape2, const Vector3& normal, decimal penetrationDepth,
const Vector3& localPoint1, const Vector3& localPoint2)
: shape1(proxyShape1), shape2(proxyShape2), collisionShape1(collShape1), collisionShape2(collShape2),
normal(normal), penetrationDepth(penetrationDepth), localPoint1(localPoint1),
localPoint2(localPoint2) {
}
};
// Class ContactPoint
/**
* This class represents a collision contact point between two
* bodies in the physics engine.
*/
class ContactPoint {
private :
// -------------------- Attributes -------------------- //
/// First rigid body of the contact
CollisionBody* mBody1;
/// Second rigid body of the contact
CollisionBody* mBody2;
/// Normalized normal vector of the contact (from body1 toward body2) in world space
const Vector3 mNormal;
/// Penetration depth
decimal mPenetrationDepth;
/// Contact point on body 1 in local space of body 1
const Vector3 mLocalPointOnBody1;
/// Contact point on body 2 in local space of body 2
const Vector3 mLocalPointOnBody2;
/// Contact point on body 1 in world space
Vector3 mWorldPointOnBody1;
/// Contact point on body 2 in world space
Vector3 mWorldPointOnBody2;
/// True if the contact is a resting contact (exists for more than one time step)
bool mIsRestingContact;
/// Two orthogonal vectors that span the tangential friction plane
Vector3 mFrictionVectors[2];
/// Cached penetration impulse
decimal mPenetrationImpulse;
/// Cached first friction impulse
decimal mFrictionImpulse1;
/// Cached second friction impulse
decimal mFrictionImpulse2;
/// Cached rolling resistance impulse
Vector3 mRollingResistanceImpulse;
public :
// -------------------- Methods -------------------- //
/// Constructor
ContactPoint(const ContactPointInfo& contactInfo);
/// Destructor
~ContactPoint();
/// Deleted copy-constructor
ContactPoint(const ContactPoint& contact) = delete;
/// Deleted assignment operator
ContactPoint& operator=(const ContactPoint& contact) = delete;
/// Return the reference to the body 1
CollisionBody* getBody1() const;
/// Return the reference to the body 2
CollisionBody* getBody2() const;
/// Return the normal vector of the contact
Vector3 getNormal() const;
/// Set the penetration depth of the contact
void setPenetrationDepth(decimal penetrationDepth);
/// Return the contact local point on body 1
Vector3 getLocalPointOnBody1() const;
/// Return the contact local point on body 2
Vector3 getLocalPointOnBody2() const;
/// Return the contact world point on body 1
Vector3 getWorldPointOnBody1() const;
/// Return the contact world point on body 2
Vector3 getWorldPointOnBody2() const;
/// Return the cached penetration impulse
decimal getPenetrationImpulse() const;
/// Return the cached first friction impulse
decimal getFrictionImpulse1() const;
/// Return the cached second friction impulse
decimal getFrictionImpulse2() const;
/// Return the cached rolling resistance impulse
Vector3 getRollingResistanceImpulse() const;
/// Set the cached penetration impulse
void setPenetrationImpulse(decimal impulse);
/// Set the first cached friction impulse
void setFrictionImpulse1(decimal impulse);
/// Set the second cached friction impulse
void setFrictionImpulse2(decimal impulse);
/// Set the cached rolling resistance impulse
void setRollingResistanceImpulse(const Vector3& impulse);
/// Set the contact world point on body 1
void setWorldPointOnBody1(const Vector3& worldPoint);
/// Set the contact world point on body 2
void setWorldPointOnBody2(const Vector3& worldPoint);
/// Return true if the contact is a resting contact
bool getIsRestingContact() const;
/// Set the mIsRestingContact variable
void setIsRestingContact(bool isRestingContact);
/// Get the first friction vector
Vector3 getFrictionVector1() const;
/// Set the first friction vector
void setFrictionVector1(const Vector3& frictionVector1);
/// Get the second friction vector
Vector3 getFrictionVector2() const;
/// Set the second friction vector
void setFrictionVector2(const Vector3& frictionVector2);
/// Return the penetration depth
decimal getPenetrationDepth() const;
/// Return the number of bytes used by the contact point
size_t getSizeInBytes() const;
};
// Return the reference to the body 1
inline CollisionBody* ContactPoint::getBody1() const {
return mBody1;
}
// Return the reference to the body 2
inline CollisionBody* ContactPoint::getBody2() const {
return mBody2;
}
// Return the normal vector of the contact
inline Vector3 ContactPoint::getNormal() const {
return mNormal;
}
// Set the penetration depth of the contact
inline void ContactPoint::setPenetrationDepth(decimal penetrationDepth) {
this->mPenetrationDepth = penetrationDepth;
}
// Return the contact point on body 1
inline Vector3 ContactPoint::getLocalPointOnBody1() const {
return mLocalPointOnBody1;
}
// Return the contact point on body 2
inline Vector3 ContactPoint::getLocalPointOnBody2() const {
return mLocalPointOnBody2;
}
// Return the contact world point on body 1
inline Vector3 ContactPoint::getWorldPointOnBody1() const {
return mWorldPointOnBody1;
}
// Return the contact world point on body 2
inline Vector3 ContactPoint::getWorldPointOnBody2() const {
return mWorldPointOnBody2;
}
// Return the cached penetration impulse
inline decimal ContactPoint::getPenetrationImpulse() const {
return mPenetrationImpulse;
}
// Return the cached first friction impulse
inline decimal ContactPoint::getFrictionImpulse1() const {
return mFrictionImpulse1;
}
// Return the cached second friction impulse
inline decimal ContactPoint::getFrictionImpulse2() const {
return mFrictionImpulse2;
}
// Return the cached rolling resistance impulse
inline Vector3 ContactPoint::getRollingResistanceImpulse() const {
return mRollingResistanceImpulse;
}
// Set the cached penetration impulse
inline void ContactPoint::setPenetrationImpulse(decimal impulse) {
mPenetrationImpulse = impulse;
}
// Set the first cached friction impulse
inline void ContactPoint::setFrictionImpulse1(decimal impulse) {
mFrictionImpulse1 = impulse;
}
// Set the second cached friction impulse
inline void ContactPoint::setFrictionImpulse2(decimal impulse) {
mFrictionImpulse2 = impulse;
}
// Set the cached rolling resistance impulse
inline void ContactPoint::setRollingResistanceImpulse(const Vector3& impulse) {
mRollingResistanceImpulse = impulse;
}
// Set the contact world point on body 1
inline void ContactPoint::setWorldPointOnBody1(const Vector3& worldPoint) {
mWorldPointOnBody1 = worldPoint;
}
// Set the contact world point on body 2
inline void ContactPoint::setWorldPointOnBody2(const Vector3& worldPoint) {
mWorldPointOnBody2 = worldPoint;
}
// Return true if the contact is a resting contact
inline bool ContactPoint::getIsRestingContact() const {
return mIsRestingContact;
}
// Set the mIsRestingContact variable
inline void ContactPoint::setIsRestingContact(bool isRestingContact) {
mIsRestingContact = isRestingContact;
}
// Get the first friction vector
inline Vector3 ContactPoint::getFrictionVector1() const {
return mFrictionVectors[0];
}
// Set the first friction vector
inline void ContactPoint::setFrictionVector1(const Vector3& frictionVector1) {
mFrictionVectors[0] = frictionVector1;
}
// Get the second friction vector
inline Vector3 ContactPoint::getFrictionVector2() const {
return mFrictionVectors[1];
}
// Set the second friction vector
inline void ContactPoint::setFrictionVector2(const Vector3& frictionVector2) {
mFrictionVectors[1] = frictionVector2;
}
// Return the penetration depth of the contact
inline decimal ContactPoint::getPenetrationDepth() const {
return mPenetrationDepth;
}
// Return the number of bytes used by the contact point
inline size_t ContactPoint::getSizeInBytes() const {
return sizeof(ContactPoint);
}
}
#endif