| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061 |
- #ifndef PHYSICSFIXEDCONSTRAINT_H_
- #define PHYSICSFIXEDCONSTRAINT_H_
- #include "PhysicsGenericConstraint.h"
- namespace gameplay
- {
- /**
- * Represents a constraint where two rigid bodies
- * (or one rigid body and the world) are bound together.
- *
- * (This is similar in concept to parenting one node to another,
- * but can be used in specific situations for a more appropriate effect
- * (e.g. for implementing sticky projectiles, etc.).)
- */
- class PhysicsFixedConstraint : public PhysicsGenericConstraint
- {
- friend class PhysicsController;
- protected:
- /**
- * @see PhysicsGenericConstraint
- */
- PhysicsFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
- /**
- * Destructor.
- */
- ~PhysicsFixedConstraint();
- // Note: We make these functions protected to prevent usage
- // (these are public in the base class, PhysicsGenericConstraint).
- /**
- * Protected to prevent usage.
- */
- inline void setAngularLowerLimit(const Vector3& limit);
-
- /**
- * Protected to prevent usage.
- */
- inline void setAngularUpperLimit(const Vector3& limit);
-
- /**
- * Protected to prevent usage.
- */
- inline void setLinearLowerLimit(const Vector3& limit);
-
- /**
- * Protected to prevent usage.
- */
- inline void setLinearUpperLimit(const Vector3& limit);
- };
- }
- #include "PhysicsFixedConstraint.inl"
- #endif
|