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/*************************************************************************/
/*  godot_joint_3d.h                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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