88 lines
3.7 KiB
C++
88 lines
3.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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_IMPULSE_H
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#define REACTPHYSICS3D_IMPULSE_H
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// Libraries
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#include "mathematics/mathematics.h"
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namespace reactphysics3d {
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// Structure Impulse
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/**
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* Represents an impulse that we can apply to bodies in the contact or constraint solver.
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*/
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struct Impulse {
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private:
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// -------------------- Methods -------------------- //
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public:
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// -------------------- Attributes -------------------- //
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/// Linear impulse applied to the first body
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const Vector3 linearImpulseBody1;
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/// Angular impulse applied to the first body
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const Vector3 angularImpulseBody1;
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/// Linear impulse applied to the second body
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const Vector3 linearImpulseBody2;
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/// Angular impulse applied to the second body
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const Vector3 angularImpulseBody2;
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// -------------------- Methods -------------------- //
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/// Constructor
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Impulse(const Vector3& initLinearImpulseBody1, const Vector3& initAngularImpulseBody1,
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const Vector3& initLinearImpulseBody2, const Vector3& initAngularImpulseBody2)
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: linearImpulseBody1(initLinearImpulseBody1),
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angularImpulseBody1(initAngularImpulseBody1),
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linearImpulseBody2(initLinearImpulseBody2),
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angularImpulseBody2(initAngularImpulseBody2) {
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}
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/// Copy-constructor
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Impulse(const Impulse& impulse)
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: linearImpulseBody1(impulse.linearImpulseBody1),
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angularImpulseBody1(impulse.angularImpulseBody1),
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linearImpulseBody2(impulse.linearImpulseBody2),
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angularImpulseBody2(impulse.angularImpulseBody2) {
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}
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/// Deleted assignment operator
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Impulse& operator=(const Impulse& impulse) = delete;
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};
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}
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#endif
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