e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 use of this software.
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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 freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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#ifndef BT_CONTACT_CONSTRAINT_H
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#define BT_CONTACT_CONSTRAINT_H
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#include "LinearMath/btVector3.h"
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#include "btJacobianEntry.h"
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#include "btTypedConstraint.h"
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#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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///btContactConstraint can be automatically created to solve contact constraints using the unified btTypedConstraint interface
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ATTRIBUTE_ALIGNED16(class) btContactConstraint : public btTypedConstraint
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{
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protected:
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btPersistentManifold m_contactManifold;
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protected:
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btContactConstraint(btPersistentManifold* contactManifold,btRigidBody& rbA,btRigidBody& rbB);
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public:
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void setContactManifold(btPersistentManifold* contactManifold);
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btPersistentManifold* getContactManifold()
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{
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return &m_contactManifold;
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}
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const btPersistentManifold* getContactManifold() const
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{
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return &m_contactManifold;
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}
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virtual ~btContactConstraint();
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virtual void getInfo1 (btConstraintInfo1* info);
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virtual void getInfo2 (btConstraintInfo2* info);
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///obsolete methods
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virtual void buildJacobian();
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};
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///very basic collision resolution without friction
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btScalar resolveSingleCollision(btRigidBody* body1, class btCollisionObject* colObj2, const btVector3& contactPositionWorld,const btVector3& contactNormalOnB, const struct btContactSolverInfo& solverInfo,btScalar distance);
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///resolveSingleBilateral is an obsolete methods used for vehicle friction between two dynamic objects
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void resolveSingleBilateral(btRigidBody& body1, const btVector3& pos1,
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btRigidBody& body2, const btVector3& pos2,
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btScalar distance, const btVector3& normal,btScalar& impulse ,btScalar timeStep);
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#endif //BT_CONTACT_CONSTRAINT_H
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