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+/*************************************************************************/
+/* hinge_joint_sw.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#ifndef HINGE_JOINT_SW_H
+#define HINGE_JOINT_SW_H
+
+#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h"
+#include "servers/physics_3d/joints_3d_sw.h"
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+class HingeJoint3DSW : public Joint3DSW {
+
+ union {
+ struct {
+ Body3DSW *A;
+ Body3DSW *B;
+ };
+
+ Body3DSW *_arr[2];
+ };
+
+ JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
+
+ Transform m_rbAFrame; // constraint axii. Assumes z is hinge axis.
+ Transform m_rbBFrame;
+
+ real_t m_motorTargetVelocity;
+ real_t m_maxMotorImpulse;
+
+ real_t m_limitSoftness;
+ real_t m_biasFactor;
+ real_t m_relaxationFactor;
+
+ real_t m_lowerLimit;
+ real_t m_upperLimit;
+
+ real_t m_kHinge;
+
+ real_t m_limitSign;
+ real_t m_correction;
+
+ real_t m_accLimitImpulse;
+
+ real_t tau;
+
+ bool m_useLimit;
+ bool m_angularOnly;
+ bool m_enableAngularMotor;
+ bool m_solveLimit;
+
+ real_t m_appliedImpulse;
+
+public:
+ virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_HINGE; }
+
+ virtual bool setup(real_t p_step);
+ virtual void solve(real_t p_step);
+
+ real_t get_hinge_angle();
+
+ void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::HingeJointParam p_param) const;
+
+ void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
+ bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
+
+ HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameA, const Transform &frameB);
+ HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
+};
+
+#endif // HINGE_JOINT_SW_H