#include "Base.h" #include "PhysicsSpringConstraint.h" #include "Node.h" #include "PhysicsRigidBody.h" namespace gameplay { PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b) { GP_ASSERT(a && a->_body); GP_ASSERT(b && b->_body); // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically. _a = a; _b = b; Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode()); _constraint = bullet_new(*a->_body, *b->_body, getTransformOffset(a->getNode(), origin), getTransformOffset(b->getNode(), origin), true); } PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB) { GP_ASSERT(a && a->_body && a->getNode()); GP_ASSERT(b && b->_body && b->getNode()); // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically. _a = a; _b = b; // Take scale into account for the translation offsets. Vector3 sA; a->getNode()->getWorldMatrix().getScale(&sA); Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z); Vector3 sB; b->getNode()->getWorldMatrix().getScale(&sB); Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z); btTransform frameInA(BQ(rotationOffsetA), BV(tA)); btTransform frameInB(BQ(rotationOffsetB), BV(tB)); _constraint = bullet_new(*a->_body, *b->_body, frameInA, frameInB, true); } PhysicsSpringConstraint::~PhysicsSpringConstraint() { // Used } void PhysicsSpringConstraint::setStrength(SpringProperty property, float strength) { GP_ASSERT(_constraint); if (strength < MATH_EPSILON) ((btGeneric6DofSpringConstraint*)_constraint)->enableSpring(property, false); else { ((btGeneric6DofSpringConstraint*)_constraint)->enableSpring(property, true); ((btGeneric6DofSpringConstraint*)_constraint)->setStiffness(property, strength); ((btGeneric6DofSpringConstraint*)_constraint)->setEquilibriumPoint(property); } } void PhysicsSpringConstraint::setDamping(SpringProperty property, float damping) { GP_ASSERT(_constraint); ((btGeneric6DofSpringConstraint*)_constraint)->setDamping(property, damping); ((btGeneric6DofSpringConstraint*)_constraint)->setEquilibriumPoint(property); } }