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-rw-r--r--servers/physics/joints/pin_joint_sw.h29
1 files changed, 12 insertions, 17 deletions
diff --git a/servers/physics/joints/pin_joint_sw.h b/servers/physics/joints/pin_joint_sw.h
index b72b21219d..9500d4b46d 100644
--- a/servers/physics/joints/pin_joint_sw.h
+++ b/servers/physics/joints/pin_joint_sw.h
@@ -34,8 +34,8 @@ Adapted to Godot from the Bullet library.
#ifndef PIN_JOINT_SW_H
#define PIN_JOINT_SW_H
-#include "servers/physics/joints_sw.h"
#include "servers/physics/joints/jacobian_entry_sw.h"
+#include "servers/physics/joints_sw.h"
/*
Bullet Continuous Collision Detection and Physics Library
@@ -52,7 +52,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
class PinJointSW : public JointSW {
union {
@@ -64,37 +63,33 @@ class PinJointSW : public JointSW {
BodySW *_arr[2];
};
+ real_t m_tau; //bias
+ real_t m_damping;
+ real_t m_impulseClamp;
+ real_t m_appliedImpulse;
- real_t m_tau; //bias
- real_t m_damping;
- real_t m_impulseClamp;
- real_t m_appliedImpulse;
-
- JacobianEntrySW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntrySW m_jac[3]; //3 orthogonal linear constraints
- Vector3 m_pivotInA;
- Vector3 m_pivotInB;
+ Vector3 m_pivotInA;
+ Vector3 m_pivotInB;
public:
-
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_PIN; }
virtual bool setup(real_t p_step);
virtual void solve(real_t p_step);
- void set_param(PhysicsServer::PinJointParam p_param,real_t p_value);
+ void set_param(PhysicsServer::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer::PinJointParam p_param) const;
- void set_pos_A(const Vector3& p_pos) { m_pivotInA=p_pos; }
- void set_pos_B(const Vector3& p_pos) { m_pivotInB=p_pos; }
+ void set_pos_A(const Vector3 &p_pos) { m_pivotInA = p_pos; }
+ void set_pos_B(const Vector3 &p_pos) { m_pivotInB = p_pos; }
Vector3 get_pos_A() { return m_pivotInB; }
Vector3 get_pos_B() { return m_pivotInA; }
- PinJointSW(BodySW* p_body_a,const Vector3& p_pos_a,BodySW* p_body_b,const Vector3& p_pos_b);
+ PinJointSW(BodySW *p_body_a, const Vector3 &p_pos_a, BodySW *p_body_b, const Vector3 &p_pos_b);
~PinJointSW();
};
-
-
#endif // PIN_JOINT_SW_H