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Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
119 lines
5.5 KiB
C++
119 lines
5.5 KiB
C++
/*************************************************************************/
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/* slider_joint_bullet.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SLIDER_JOINT_BULLET_H
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#define SLIDER_JOINT_BULLET_H
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#include "joint_bullet.h"
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class RigidBodyBullet;
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class SliderJointBullet : public JointBullet {
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class btSliderConstraint *sliderConstraint;
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public:
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/// Reference frame is A
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SliderJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
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virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_SLIDER; }
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const RigidBodyBullet *getRigidBodyA() const;
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const RigidBodyBullet *getRigidBodyB() const;
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const Transform3D getCalculatedTransformA() const;
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const Transform3D getCalculatedTransformB() const;
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const Transform3D getFrameOffsetA() const;
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const Transform3D getFrameOffsetB() const;
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Transform3D getFrameOffsetA();
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Transform3D getFrameOffsetB();
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real_t getLowerLinLimit() const;
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void setLowerLinLimit(real_t lowerLimit);
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real_t getUpperLinLimit() const;
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void setUpperLinLimit(real_t upperLimit);
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real_t getLowerAngLimit() const;
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void setLowerAngLimit(real_t lowerLimit);
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real_t getUpperAngLimit() const;
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void setUpperAngLimit(real_t upperLimit);
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real_t getSoftnessDirLin() const;
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real_t getRestitutionDirLin() const;
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real_t getDampingDirLin() const;
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real_t getSoftnessDirAng() const;
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real_t getRestitutionDirAng() const;
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real_t getDampingDirAng() const;
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real_t getSoftnessLimLin() const;
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real_t getRestitutionLimLin() const;
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real_t getDampingLimLin() const;
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real_t getSoftnessLimAng() const;
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real_t getRestitutionLimAng() const;
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real_t getDampingLimAng() const;
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real_t getSoftnessOrthoLin() const;
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real_t getRestitutionOrthoLin() const;
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real_t getDampingOrthoLin() const;
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real_t getSoftnessOrthoAng() const;
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real_t getRestitutionOrthoAng() const;
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real_t getDampingOrthoAng() const;
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void setSoftnessDirLin(real_t softnessDirLin);
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void setRestitutionDirLin(real_t restitutionDirLin);
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void setDampingDirLin(real_t dampingDirLin);
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void setSoftnessDirAng(real_t softnessDirAng);
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void setRestitutionDirAng(real_t restitutionDirAng);
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void setDampingDirAng(real_t dampingDirAng);
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void setSoftnessLimLin(real_t softnessLimLin);
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void setRestitutionLimLin(real_t restitutionLimLin);
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void setDampingLimLin(real_t dampingLimLin);
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void setSoftnessLimAng(real_t softnessLimAng);
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void setRestitutionLimAng(real_t restitutionLimAng);
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void setDampingLimAng(real_t dampingLimAng);
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void setSoftnessOrthoLin(real_t softnessOrthoLin);
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void setRestitutionOrthoLin(real_t restitutionOrthoLin);
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void setDampingOrthoLin(real_t dampingOrthoLin);
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void setSoftnessOrthoAng(real_t softnessOrthoAng);
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void setRestitutionOrthoAng(real_t restitutionOrthoAng);
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void setDampingOrthoAng(real_t dampingOrthoAng);
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void setPoweredLinMotor(bool onOff);
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bool getPoweredLinMotor();
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void setTargetLinMotorVelocity(real_t targetLinMotorVelocity);
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real_t getTargetLinMotorVelocity();
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void setMaxLinMotorForce(real_t maxLinMotorForce);
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real_t getMaxLinMotorForce();
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void setPoweredAngMotor(bool onOff);
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bool getPoweredAngMotor();
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void setTargetAngMotorVelocity(real_t targetAngMotorVelocity);
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real_t getTargetAngMotorVelocity();
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void setMaxAngMotorForce(real_t maxAngMotorForce);
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real_t getMaxAngMotorForce();
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real_t getLinearPos();
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void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
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real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
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};
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#endif // SLIDER_JOINT_BULLET_H
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