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godot_joint_3d.h 3.2 KB

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  1. /*************************************************************************/
  2. /* godot_joint_3d.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_JOINT_3D_H
  31. #define GODOT_JOINT_3D_H
  32. #include "godot_body_3d.h"
  33. #include "godot_constraint_3d.h"
  34. class GodotJoint3D : public GodotConstraint3D {
  35. protected:
  36. bool dynamic_A = false;
  37. bool dynamic_B = false;
  38. public:
  39. virtual bool setup(real_t p_step) override { return false; }
  40. virtual bool pre_solve(real_t p_step) override { return true; }
  41. virtual void solve(real_t p_step) override {}
  42. void copy_settings_from(GodotJoint3D *p_joint) {
  43. set_self(p_joint->get_self());
  44. set_priority(p_joint->get_priority());
  45. disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
  46. }
  47. virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
  48. _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
  49. GodotConstraint3D(p_body_ptr, p_body_count) {
  50. }
  51. virtual ~GodotJoint3D() {
  52. for (int i = 0; i < get_body_count(); i++) {
  53. GodotBody3D *body = get_body_ptr()[i];
  54. if (body) {
  55. body->remove_constraint(this);
  56. }
  57. }
  58. }
  59. };
  60. #endif // GODOT_JOINT_3D_H