/**************************************************************************/ /* godot_joint_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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