ba2bdc478b
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
54 lines
3 KiB
C++
54 lines
3 KiB
C++
/*************************************************************************/
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/* hinge_joint_bullet.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef HINGE_JOINT_BULLET_H
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#define HINGE_JOINT_BULLET_H
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#include "joint_bullet.h"
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class HingeJointBullet : public JointBullet {
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class btHingeConstraint *hingeConstraint;
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public:
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HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameA, const Transform3D &frameB);
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HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
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virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_HINGE; }
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real_t get_hinge_angle();
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void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value);
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real_t get_param(PhysicsServer3D::HingeJointParam p_param) const;
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void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
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bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
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};
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#endif // HINGE_JOINT_BULLET_H
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