153 lines
4.8 KiB
C++
153 lines
4.8 KiB
C++
// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - BulletPhysics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/BulletPhysics3D/BulletConstraint3D.hpp>
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#include <Nazara/BulletPhysics3D/BulletHelper.hpp>
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#include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
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#include <BulletDynamics/Dynamics/btDynamicsWorld.h>
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#include <Nazara/BulletPhysics3D/Debug.hpp>
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namespace Nz
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{
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BulletConstraint3D::BulletConstraint3D(std::unique_ptr<btTypedConstraint> constraint, bool disableCollisions) :
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m_constraint(std::move(constraint)),
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m_bodyCollisionEnabled(!disableCollisions)
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{
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m_constraint->setUserConstraintPtr(this);
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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world->addConstraint(m_constraint.get(), disableCollisions);
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}
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BulletConstraint3D::BulletConstraint3D(BulletConstraint3D&& constraint) noexcept :
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m_constraint(std::move(constraint.m_constraint)),
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m_bodyCollisionEnabled(constraint.m_bodyCollisionEnabled)
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{
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if (m_constraint)
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m_constraint->setUserConstraintPtr(this);
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}
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BulletConstraint3D::~BulletConstraint3D()
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{
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Destroy();
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}
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BulletRigidBody3D& BulletConstraint3D::GetBodyA()
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{
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return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
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}
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const BulletRigidBody3D& BulletConstraint3D::GetBodyA() const
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{
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return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
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}
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BulletRigidBody3D& BulletConstraint3D::GetBodyB()
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{
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NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
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return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
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}
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const BulletRigidBody3D& BulletConstraint3D::GetBodyB() const
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{
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NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
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return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
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}
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BulletPhysWorld3D& BulletConstraint3D::GetWorld()
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{
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return *GetBodyA().GetWorld();
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}
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const BulletPhysWorld3D& BulletConstraint3D::GetWorld() const
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{
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return *GetBodyA().GetWorld();
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}
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bool BulletConstraint3D::IsSingleBody() const
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{
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return &m_constraint->getRigidBodyB() == &btTypedConstraint::getFixedBody();
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}
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BulletConstraint3D& BulletConstraint3D::operator=(BulletConstraint3D&& constraint) noexcept
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{
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Destroy();
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m_constraint = std::move(constraint.m_constraint);
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m_bodyCollisionEnabled = constraint.m_bodyCollisionEnabled;
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if (m_constraint)
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m_constraint->setUserConstraintPtr(this);
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return *this;
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}
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void BulletConstraint3D::Destroy()
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{
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if (m_constraint)
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{
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btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
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world->removeConstraint(m_constraint.get());
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m_constraint.reset();
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}
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}
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BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, const Vector3f& pivot) :
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BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), ToBullet(first.ToLocal(pivot))))
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{
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}
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BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& pivot, bool disableCollisions) :
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BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(first.ToLocal(pivot)), ToBullet(second.ToLocal(pivot))), disableCollisions)
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{
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}
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BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, bool disableCollisions) :
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BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(firstAnchor), ToBullet(secondAnchor)), disableCollisions)
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{
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}
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Vector3f BulletPivotConstraint3D::GetFirstAnchor() const
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{
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return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInA());
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}
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Vector3f BulletPivotConstraint3D::GetSecondAnchor() const
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{
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return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInB());
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}
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float BulletPivotConstraint3D::GetDamping() const
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{
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return GetConstraint<btPoint2PointConstraint>()->m_setting.m_damping;
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}
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float BulletPivotConstraint3D::GetImpulseClamp() const
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{
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return GetConstraint<btPoint2PointConstraint>()->m_setting.m_impulseClamp;
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}
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void BulletPivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
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{
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GetConstraint<btPoint2PointConstraint>()->setPivotA(ToBullet(firstAnchor));
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}
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void BulletPivotConstraint3D::SetSecondAnchor(const Vector3f& secondAnchor)
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{
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GetConstraint<btPoint2PointConstraint>()->setPivotB(ToBullet(secondAnchor));
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}
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void BulletPivotConstraint3D::SetDamping(float damping)
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{
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GetConstraint<btPoint2PointConstraint>()->m_setting.m_damping = damping;
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}
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void BulletPivotConstraint3D::SetImpulseClamp(float impulseClamp)
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{
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GetConstraint<btPoint2PointConstraint>()->m_setting.m_impulseClamp = impulseClamp;
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}
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}
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