/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2022 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_BALL_AND_SOCKET_JOINT_H #define REACTPHYSICS3D_BALL_AND_SOCKET_JOINT_H // Libraries #include #include namespace reactphysics3d { // Structure BallAndSocketJointInfo /** * This structure is used to gather the information needed to create a ball-and-socket * joint. This structure will be used to create the actual ball-and-socket joint. */ struct BallAndSocketJointInfo : public JointInfo { public : // -------------------- Attributes -------------------- // /// True if this object has been constructed using local-space anchors bool isUsingLocalSpaceAnchors; /// Anchor point (in world-space coordinates) Vector3 anchorPointWorldSpace; /// Anchor point on body 1 (in local-space coordinates) Vector3 anchorPointBody1LocalSpace; /// Anchor point on body 2 (in local-space coordinates) Vector3 anchorPointBody2LocalSpace; /// Constructor /** * @param rigidBody1 Pointer to the first body of the joint * @param rigidBody2 Pointer to the second body of the joint * @param initAnchorPointWorldSpace The anchor point in world-space * coordinates */ BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2, const Vector3& initAnchorPointWorldSpace) : JointInfo(rigidBody1, rigidBody2, JointType::BALLSOCKETJOINT), isUsingLocalSpaceAnchors(false), anchorPointWorldSpace(initAnchorPointWorldSpace) {} /// Constructor /** * @param rigidBody1 Pointer to the first body of the joint * @param rigidBody2 Pointer to the second body of the joint * @param anchorPointBody1LocalSpace The anchor point on body 1 in local-space coordinates * @param anchorPointBody2LocalSpace The anchor point on body 2 in local-space coordinates */ BallAndSocketJointInfo(RigidBody* rigidBody1, RigidBody* rigidBody2, const Vector3& anchorPointBody1LocalSpace, const Vector3& anchorPointBody2LocalSpace) : JointInfo(rigidBody1, rigidBody2, JointType::BALLSOCKETJOINT), isUsingLocalSpaceAnchors(true), anchorPointBody1LocalSpace(anchorPointBody1LocalSpace), anchorPointBody2LocalSpace(anchorPointBody2LocalSpace) {} }; // Class BallAndSocketJoint /** * This class represents a ball-and-socket joint that allows arbitrary rotation * between two bodies. This joint has three degrees of freedom. It can be used to * create a chain of bodies for instance. */ class BallAndSocketJoint : public Joint { private : // -------------------- Constants -------------------- // // Beta value for the bias factor of position correction static const decimal BETA; // -------------------- Attributes -------------------- // // -------------------- Methods -------------------- // /// Return the number of bytes used by the joint virtual size_t getSizeInBytes() const override; /// Reset the limits void resetLimits(); public : // -------------------- Methods -------------------- // /// Constructor BallAndSocketJoint(Entity entity, PhysicsWorld& world, const BallAndSocketJointInfo& jointInfo); /// Destructor virtual ~BallAndSocketJoint() override = default; /// Deleted copy-constructor BallAndSocketJoint(const BallAndSocketJoint& constraint) = delete; /// Enable/disable the cone limit of the joint void enableConeLimit(bool isLimitEnabled); /// Return true if the cone limit or the joint is enabled bool isConeLimitEnabled() const; /// Set the cone limit half angle void setConeLimitHalfAngle(decimal coneHalfAngle); /// Return the cone limit half angle (in radians) decimal getConeLimitHalfAngle() const; /// Return the current cone half angle (in radians) decimal getConeHalfAngle() const; /// Return the force (in Newtons) on body 2 required to satisfy the joint constraint in world-space virtual Vector3 getReactionForce(decimal timeStep) const override; /// Return the torque (in Newtons * meters) on body 2 required to satisfy the joint constraint in world-space virtual Vector3 getReactionTorque(decimal timeStep) const override; /// Return a string representation virtual std::string to_string() const override; /// Deleted assignment operator BallAndSocketJoint& operator=(const BallAndSocketJoint& constraint) = delete; }; // Return the number of bytes used by the joint RP3D_FORCE_INLINE size_t BallAndSocketJoint::getSizeInBytes() const { return sizeof(BallAndSocketJoint); } } #endif