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- #include "Base.h"
- #include "PhysicsGenericConstraint.h"
- #include "Node.h"
- #include "PhysicsRigidBody.h"
- namespace gameplay
- {
- PhysicsGenericConstraint::PhysicsGenericConstraint()
- : PhysicsConstraint(NULL, NULL), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
- _translationOffsetA(NULL), _translationOffsetB(NULL)
- {
- // Not used.
- }
- PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
- : PhysicsConstraint(a, b), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
- _translationOffsetA(NULL), _translationOffsetB(NULL)
- {
- GP_ASSERT(a && a->_body && a->getNode());
- if (b)
- {
- GP_ASSERT(b->_body && b->getNode());
- Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode());
- _constraint = bullet_new<btGeneric6DofConstraint>(*a->_body, *b->_body, getTransformOffset(a->getNode(), origin), getTransformOffset(b->getNode(), origin), true);
- }
- else
- {
- _constraint = bullet_new<btGeneric6DofConstraint>(*a->_body, btTransform::getIdentity(), true);
- }
- }
- PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
- PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
- : PhysicsConstraint(a, b), _rotationOffsetA(NULL), _rotationOffsetB(NULL), _translationOffsetA(NULL), _translationOffsetB(NULL)
- {
- GP_ASSERT(a && a->_body && a->getNode());
- // 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)
- {
- GP_ASSERT(b->_body && b->getNode());
- // 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);
- btTransform frameInA(BQ(rotationOffsetA), BV(tA));
- btTransform frameInB(BQ(rotationOffsetB), BV(tB));
- _constraint = bullet_new<btGeneric6DofConstraint>(*a->_body, *b->_body, frameInA, frameInB, true);
- }
- else
- {
- btTransform frameInA(BQ(rotationOffsetA), BV(tA));
- _constraint = bullet_new<btGeneric6DofConstraint>(*a->_body, frameInA, true);
- }
- }
- PhysicsGenericConstraint::~PhysicsGenericConstraint()
- {
- SAFE_DELETE(_rotationOffsetA);
- SAFE_DELETE(_rotationOffsetB);
- SAFE_DELETE(_translationOffsetA);
- SAFE_DELETE(_translationOffsetB);
- }
- }
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