83 lines
2.7 KiB
C++
83 lines
2.7 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
|
// This file is part of the "Nazara Engine - BulletPhysics3D module"
|
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
|
|
|
#pragma once
|
|
|
|
#ifndef NAZARA_BULLETPHYSICS3D_BULLETCONSTRAINT3D_HPP
|
|
#define NAZARA_BULLETPHYSICS3D_BULLETCONSTRAINT3D_HPP
|
|
|
|
#include <NazaraUtils/Prerequisites.hpp>
|
|
#include <Nazara/BulletPhysics3D/BulletPhysWorld3D.hpp>
|
|
#include <Nazara/BulletPhysics3D/BulletRigidBody3D.hpp>
|
|
#include <Nazara/BulletPhysics3D/Config.hpp>
|
|
#include <Nazara/Core/HandledObject.hpp>
|
|
#include <Nazara/Core/ObjectHandle.hpp>
|
|
|
|
class btTypedConstraint;
|
|
|
|
namespace Nz
|
|
{
|
|
class BulletConstraint3D;
|
|
|
|
using BulletConstraint3DHandle = ObjectHandle<BulletConstraint3D>;
|
|
|
|
class NAZARA_BULLETPHYSICS3D_API BulletConstraint3D : public HandledObject<BulletConstraint3D>
|
|
{
|
|
public:
|
|
BulletConstraint3D(const BulletConstraint3D&) = delete;
|
|
BulletConstraint3D(BulletConstraint3D&& constraint) noexcept;
|
|
virtual ~BulletConstraint3D();
|
|
|
|
BulletRigidBody3D& GetBodyA();
|
|
const BulletRigidBody3D& GetBodyA() const;
|
|
BulletRigidBody3D& GetBodyB();
|
|
const BulletRigidBody3D& GetBodyB() const;
|
|
BulletPhysWorld3D& GetWorld();
|
|
const BulletPhysWorld3D& GetWorld() const;
|
|
|
|
inline bool IsBodyCollisionEnabled() const;
|
|
bool IsSingleBody() const;
|
|
|
|
BulletConstraint3D& operator=(const BulletConstraint3D&) = delete;
|
|
BulletConstraint3D& operator=(BulletConstraint3D&& constraint) noexcept;
|
|
|
|
protected:
|
|
BulletConstraint3D(std::unique_ptr<btTypedConstraint> constraint, bool disableCollisions = false);
|
|
|
|
template<typename T> T* GetConstraint();
|
|
template<typename T> const T* GetConstraint() const;
|
|
|
|
private:
|
|
void Destroy();
|
|
|
|
std::unique_ptr<btTypedConstraint> m_constraint;
|
|
bool m_bodyCollisionEnabled;
|
|
};
|
|
|
|
class NAZARA_BULLETPHYSICS3D_API BulletPivotConstraint3D : public BulletConstraint3D
|
|
{
|
|
public:
|
|
BulletPivotConstraint3D(BulletRigidBody3D& first, const Vector3f& pivot);
|
|
BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& pivot, bool disableCollisions = false);
|
|
BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, bool disableCollisions = false);
|
|
~BulletPivotConstraint3D() = default;
|
|
|
|
Vector3f GetFirstAnchor() const;
|
|
Vector3f GetSecondAnchor() const;
|
|
|
|
float GetDamping() const;
|
|
float GetImpulseClamp() const;
|
|
|
|
void SetFirstAnchor(const Vector3f& firstAnchor);
|
|
void SetSecondAnchor(const Vector3f& secondAnchor);
|
|
|
|
void SetDamping(float damping);
|
|
void SetImpulseClamp(float impulseClamp);
|
|
};
|
|
}
|
|
|
|
#include <Nazara/BulletPhysics3D/BulletConstraint3D.inl>
|
|
|
|
#endif // NAZARA_BULLETPHYSICS3D_BULLETCONSTRAINT3D_HPP
|