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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: http://www.box2d.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.
*/
package org.jbox2d.collision;
import org.jbox2d.common.Vec2;
// updated to rev 100
/**
* A manifold point is a contact point belonging to a contact
* manifold. It holds details related to the geometry and dynamics
* of the contact points.
* The local point usage depends on the manifold type:
* - e_circles: the local center of circleB
* - e_faceA: the local center of cirlceB or the clip point of polygonB
* - e_faceB: the clip point of polygonA
* This structure is stored across time steps, so we keep it small.
* Note: the impulses are used for internal caching and may not
* provide reliable contact forces, especially for high speed collisions.
*/
public class ManifoldPoint {
/** usage depends on manifold type */
public final Vec2 localPoint;
/** the non-penetration impulse */
public float normalImpulse;
/** the friction impulse */
public float tangentImpulse;
/** uniquely identifies a contact point between two shapes */
public final ContactID id;
/**
* Blank manifold point with everything zeroed out.
*/
public ManifoldPoint() {
localPoint = new Vec2();
normalImpulse = tangentImpulse = 0f;
id = new ContactID();
}
/**
* Creates a manifold point as a copy of the given point
* @param cp point to copy from
*/
public ManifoldPoint(final ManifoldPoint cp) {
localPoint = cp.localPoint.clone();
normalImpulse = cp.normalImpulse;
tangentImpulse = cp.tangentImpulse;
id = new ContactID(cp.id);
}
/**
* Sets this manifold point form the given one
* @param cp the point to copy from
*/
public void set(final ManifoldPoint cp){
localPoint.set(cp.localPoint);
normalImpulse = cp.normalImpulse;
tangentImpulse = cp.tangentImpulse;
id.set(cp.id);
}
}