#include "PhysicsSocketConstraint.h" #include "Node.h" namespace gameplay { PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b) : PhysicsConstraint(a, b) { if (b) { Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode()); btTransform frameInA = getTransformOffset(a->getNode(), origin); btTransform frameInB = getTransformOffset(b->getNode(), origin); _constraint = new btPoint2PointConstraint(*a->_body, *b->_body, frameInA.getOrigin(), frameInB.getOrigin()); } else { _constraint = new btPoint2PointConstraint(*a->_body, btVector3(0.0f, 0.0f, 0.0f)); } } PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, PhysicsRigidBody* b, const Vector3& translationOffsetB) : PhysicsConstraint(a, b) { // Take scale into account for the first node's translation offset. Vector3 sA; a->getNode()->getWorldMatrix().getScale(&sA); Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z); if (b) { // Take scale into account for the second node's translation offset. Vector3 sB; b->getNode()->getWorldMatrix().getScale(&sB); Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z); _constraint = new btPoint2PointConstraint(*a->_body, *b->_body, tA, tB); } else { _constraint = new btPoint2PointConstraint(*a->_body, tA); } } PhysicsSocketConstraint::~PhysicsSocketConstraint() { // Used } }