blender/extern/bullet/BulletDynamics/ConstraintSolver/ContactConstraint.h
Erwin Coumans 281f236e6e Minor changes in Bullet:
- on Ton's request use double versions of cos,sin,tan, sqrt etc.
just like Solid in MT_Scalar #if defined (__sun) || defined (__sun__) || defined (__sparc) || defined (__APPLE__)
- updated an url in the header of files
2005-10-30 06:44:42 +00:00

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1.5 KiB
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/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef CONTACT_CONSTRAINT_H
#define CONTACT_CONSTRAINT_H
//todo: make into a proper class working with the iterative constraint solver
class RigidBody;
#include "SimdVector3.h"
#include "SimdScalar.h"
struct ContactSolverInfo;
///bilateral constraint between two dynamic objects
///positive distance = separation, negative distance = penetration
void resolveSingleBilateral(RigidBody& body1, const SimdVector3& pos1,
RigidBody& body2, const SimdVector3& pos2,
SimdScalar distance, const SimdVector3& normal,SimdScalar& impulse ,float timeStep);
///contact constraint resolution:
///calculate and apply impulse to satisfy non-penetration and non-negative relative velocity constraint
///positive distance = separation, negative distance = penetration
float resolveSingleCollisionWithFriction(RigidBody& body1, const SimdVector3& pos1,
RigidBody& body2, const SimdVector3& pos2,
SimdScalar distance, const SimdVector3& normal,
const ContactSolverInfo& info);
#endif //CONTACT_CONSTRAINT_H