mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
/*
|
|
Bullet Continuous Collision Detection and Physics Library
|
|
Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
|
|
|
|
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 B3_CONTACT4_H
|
|
#define B3_CONTACT4_H
|
|
|
|
#include "Bullet3Common/b3Vector3.h"
|
|
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
|
|
|
|
B3_ATTRIBUTE_ALIGNED16(struct)
|
|
b3Contact4 : public b3Contact4Data
|
|
{
|
|
B3_DECLARE_ALIGNED_ALLOCATOR();
|
|
|
|
int getBodyA() const { return abs(m_bodyAPtrAndSignBit); }
|
|
int getBodyB() const { return abs(m_bodyBPtrAndSignBit); }
|
|
bool isBodyAFixed() const { return m_bodyAPtrAndSignBit < 0; }
|
|
bool isBodyBFixed() const { return m_bodyBPtrAndSignBit < 0; }
|
|
// todo. make it safer
|
|
int& getBatchIdx() { return m_batchIdx; }
|
|
const int& getBatchIdx() const { return m_batchIdx; }
|
|
float getRestituitionCoeff() const { return ((float)m_restituitionCoeffCmp / (float)0xffff); }
|
|
void setRestituitionCoeff(float c)
|
|
{
|
|
b3Assert(c >= 0.f && c <= 1.f);
|
|
m_restituitionCoeffCmp = (unsigned short)(c * 0xffff);
|
|
}
|
|
float getFrictionCoeff() const { return ((float)m_frictionCoeffCmp / (float)0xffff); }
|
|
void setFrictionCoeff(float c)
|
|
{
|
|
b3Assert(c >= 0.f && c <= 1.f);
|
|
m_frictionCoeffCmp = (unsigned short)(c * 0xffff);
|
|
}
|
|
|
|
//float& getNPoints() { return m_worldNormal[3]; }
|
|
int getNPoints() const { return (int)m_worldNormalOnB.w; }
|
|
|
|
float getPenetration(int idx) const { return m_worldPosB[idx].w; }
|
|
|
|
bool isInvalid() const { return (getBodyA() == 0 || getBodyB() == 0); }
|
|
};
|
|
|
|
#endif //B3_CONTACT4_H
|