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+/*************************************************************************/
+/* godot_joint_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef GODOT_JOINT_3D_H
+#define GODOT_JOINT_3D_H
+
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+
+class GodotJoint3D : public GodotConstraint3D {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+public:
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return true; }
+ virtual void solve(real_t p_step) override {}
+
+ void copy_settings_from(GodotJoint3D *p_joint) {
+ set_self(p_joint->get_self());
+ set_priority(p_joint->get_priority());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+ }
+
+ virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
+ _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
+ }
+
+ virtual ~GodotJoint3D() {
+ for (int i = 0; i < get_body_count(); i++) {
+ GodotBody3D *body = get_body_ptr()[i];
+ if (body) {
+ body->remove_constraint(this);
+ }
+ }
+ }
+};
+
+#endif // GODOT_JOINT_3D_H