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- /*************************************************************************/
- /* godot_joint_3d.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef GODOT_JOINT_3D_H
- #define GODOT_JOINT_3D_H
- #include "godot_body_3d.h"
- #include "godot_constraint_3d.h"
- class GodotJoint3D : public GodotConstraint3D {
- protected:
- bool dynamic_A = false;
- bool dynamic_B = false;
- public:
- virtual bool setup(real_t p_step) override { return false; }
- virtual bool pre_solve(real_t p_step) override { return true; }
- virtual void solve(real_t p_step) override {}
- void copy_settings_from(GodotJoint3D *p_joint) {
- set_self(p_joint->get_self());
- set_priority(p_joint->get_priority());
- disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
- }
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
- _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
- GodotConstraint3D(p_body_ptr, p_body_count) {
- }
- virtual ~GodotJoint3D() {
- for (int i = 0; i < get_body_count(); i++) {
- GodotBody3D *body = get_body_ptr()[i];
- if (body) {
- body->remove_constraint(this);
- }
- }
- }
- };
- #endif // GODOT_JOINT_3D_H
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