/* * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * 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 com.bulletphysics.dynamics.constraintsolver; import javax.vecmath.Vector3f; /** * 1D constraint along a normal axis between bodyA and bodyB. It can be combined * to solve contact and friction constraints. * * @author jezek2 */ public class SolverConstraint { public final Vector3f relpos1CrossNormal = new Vector3f(); public final Vector3f contactNormal = new Vector3f(); public final Vector3f relpos2CrossNormal = new Vector3f(); public final Vector3f angularComponentA = new Vector3f(); public final Vector3f angularComponentB = new Vector3f(); public float appliedPushImpulse; public float appliedImpulse; public int solverBodyIdA; public int solverBodyIdB; public float friction; public float restitution; public float jacDiagABInv; public float penetration; public SolverConstraintType constraintType; public int frictionIndex; public Object originalContactPoint; }