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+/*
+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