CollisionPoint Class Reference

#include <rimCollisionPoint.h>

List of all members.

Public Member Functions

 CollisionPoint ()
 Create an uninitialized contact point.
 CollisionPoint (const CollisionPair &newPair, const Vector3 &p1, const Vector3 &p2, const Vector3 &n, Real dist)
 Create a contact point from several pieces of collision data.
bool operator== (const CollisionPoint &collisionPoint) const
 Test whether or not this collision point is the same as another.

Public Attributes

Vector3 point1
 The position in 3D world space of the collision point on object 1.
Vector3 point2
 The position in 3D world space of the collision point on object 2.
Matrix3 frame
 A matrix representing the 3 axes of the collision frame, where the z vector is the contact normal.
Real distance
 The distance between the two colliding shapes (always negative for colliding objects).
Real kineticFriction
 The combined kinetic friction at the contact point of the two shapes.
Real staticFriction
 The combined static friction at the contact point of the two shapes.
Real staticFrictionThreshold
 The combined static friction threshold at the contact point of the two shapes.
Real elasticity
 The combined elasticity at the contact point of the two shapes.
Real allowedPenetration
 The combined allowed penetration at the contact point of the two shapes.
Real hardness
 The combined hardness at the contact point of the two shapes.
CollisionPair pair
 An object which contains pointers to the colliding objects and shapes.


Constructor & Destructor Documentation

CollisionPoint::CollisionPoint (  )  [inline]

Create an uninitialized contact point.

CollisionPoint::CollisionPoint ( const CollisionPair newPair,
const Vector3 p1,
const Vector3 p2,
const Vector3 n,
Real  dist 
) [inline]

Create a contact point from several pieces of collision data.


Member Function Documentation

bool CollisionPoint::operator== ( const CollisionPoint collisionPoint  )  const [inline]

Test whether or not this collision point is the same as another.

This comparison is done by testing to see if the shapes that are colliding at each point are the same.

Parameters:
collisionPoint - The collision point to test for equality
Returns:
whether or not this collision point is equal to the other.


Member Data Documentation

Vector3 CollisionPoint::point1

The position in 3D world space of the collision point on object 1.

Vector3 CollisionPoint::point2

The position in 3D world space of the collision point on object 2.

Matrix3 CollisionPoint::frame

A matrix representing the 3 axes of the collision frame, where the z vector is the contact normal.

Real CollisionPoint::distance

The distance between the two colliding shapes (always negative for colliding objects).

Real CollisionPoint::kineticFriction

The combined kinetic friction at the contact point of the two shapes.

Real CollisionPoint::staticFriction

The combined static friction at the contact point of the two shapes.

Real CollisionPoint::staticFrictionThreshold

The combined static friction threshold at the contact point of the two shapes.

Real CollisionPoint::elasticity

The combined elasticity at the contact point of the two shapes.

Real CollisionPoint::allowedPenetration

The combined allowed penetration at the contact point of the two shapes.

Real CollisionPoint::hardness

The combined hardness at the contact point of the two shapes.

CollisionPair CollisionPoint::pair

An object which contains pointers to the colliding objects and shapes.


The documentation for this class was generated from the following file:
Generated on Tue Aug 26 00:03:18 2008 for Rim Physics by  doxygen 1.5.4