Constraints reworked - all of them could now work with one or two bodies Modification of constraint frames and initial positions of rigid bodies now allowed at start frame only Plugin version is set to 2.76
125 lines
4.1 KiB
C++
125 lines
4.1 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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Modified by Roman Ponomarev <rponom@gmail.com>
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01/22/2010 : Constraints reworked
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*/
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//nail_constraint.h
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#ifndef DYN_NAIL_CONSTRAINT_H
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#define DYN_NAIL_CONSTRAINT_H
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#include "shared_ptr.h"
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#include "rigid_body.h"
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#include "mathUtils.h"
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#include "constraint.h"
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#include "nail_constraint_impl.h"
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class nail_constraint_t: public constraint_t
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{
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public:
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//typedefs
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typedef shared_ptr<nail_constraint_t> pointer;
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//
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rigid_body_t::pointer rigid_bodyA() { return m_rigid_bodyA; }
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rigid_body_t::pointer rigid_bodyB() { return m_rigid_bodyB; }
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//local space pivots
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void set_pivotA(vec3f const& p) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_pivotA(p);
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}
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void get_pivotA(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_pivotA(p);
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}
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void set_pivotB(vec3f const& p) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_pivotB(p);
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}
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void get_pivotB(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_pivotB(p);
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}
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//world space pivots
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void get_world_pivotA(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_world_pivotA(p);
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}
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void get_world_pivotB(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_world_pivotB(p);
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}
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//
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void set_world(vec3f const& p) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_world(p);
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}
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//
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void get_world(vec3f& p) const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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nail_impl->get_world(p);
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}
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//
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void set_damping(float d) {
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nail_constraint_impl_t* nail_impl = dynamic_cast<nail_constraint_impl_t*>(impl());
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nail_impl->set_damping(d);
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}
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float damping() const {
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nail_constraint_impl_t const* nail_impl = dynamic_cast<nail_constraint_impl_t const*>(impl());
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return nail_impl->damping();
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}
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public:
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virtual ~nail_constraint_t() {};
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protected:
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friend class solver_t;
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nail_constraint_t(nail_constraint_impl_t* impl, rigid_body_t::pointer& rigid_bodyA):
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constraint_t(impl),
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m_rigid_bodyA(rigid_bodyA),
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m_rigid_bodyB(NULL)
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{
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}
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nail_constraint_t(nail_constraint_impl_t* impl, rigid_body_t::pointer& rigid_bodyA, rigid_body_t::pointer& rigid_bodyB):
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constraint_t(impl),
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m_rigid_bodyA(rigid_bodyA),
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m_rigid_bodyB(rigid_bodyB)
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{
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}
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private:
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rigid_body_t::pointer m_rigid_bodyA;
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rigid_body_t::pointer m_rigid_bodyB;
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};
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#endif
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