83 lines
2.9 KiB
C++
83 lines
2.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising
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from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must
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not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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//bt_nail_constraint.h
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#ifndef DYN_BT_NAIL_CONSTRAINT_H
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#define DYN_BT_NAIL_CONSTRAINT_H
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#include "bt_constraint.h"
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#include "nail_constraint_impl.h"
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class bt_nail_constraint_t: public bt_constraint_t, public nail_constraint_impl_t {
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public:
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virtual void set_damping(float d) {
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btPoint2PointConstraint* p2pc = static_cast<btPoint2PointConstraint*>(m_constraint.get());
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p2pc->m_setting.m_damping = d;
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}
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virtual float damping() const {
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btPoint2PointConstraint const* p2pc = static_cast<btPoint2PointConstraint const*>(m_constraint.get());
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return p2pc->m_setting.m_damping;
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}
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//
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virtual void set_pivot(vec3f const &p) {
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btPoint2PointConstraint* p2pc = static_cast<btPoint2PointConstraint*>(m_constraint.get());
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btVector3 bt_pivot(p[0], p[1], p[2]);
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p2pc->setPivotA(bt_pivot);
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p2pc->setPivotB(m_constraint->getRigidBodyA().getCenterOfMassTransform()(bt_pivot));
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// p2pc->buildJacobian();
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}
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virtual void get_pivot(vec3f &p) const {
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btPoint2PointConstraint const* p2pc = static_cast<btPoint2PointConstraint const*>(m_constraint.get());
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p[0] = p2pc->getPivotInA().x();
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p[1] = p2pc->getPivotInA().y();
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p[2] = p2pc->getPivotInA().z();
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}
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virtual void get_world_pivot(vec3f &p) const {
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btPoint2PointConstraint const* p2pc = static_cast<btPoint2PointConstraint const*>(m_constraint.get());
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p[0] = p2pc->getPivotInB().x();
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p[1] = p2pc->getPivotInB().y();
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p[2] = p2pc->getPivotInB().z();
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}
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protected:
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friend class bt_solver_t;
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bt_nail_constraint_t(rigid_body_impl_t* rb, vec3f const& pivot):
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nail_constraint_impl_t()
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{
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btRigidBody& bt_body = *static_cast<bt_rigid_body_t*>(rb)->body();
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m_constraint.reset(new btPoint2PointConstraint(bt_body, btVector3(pivot[0], pivot[1], pivot[2])));
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}
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private:
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};
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#endif
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