reactphysics3d/src/constraint/BallAndSocketJoint.cpp
2020-01-27 17:46:00 +01:00

58 lines
3.3 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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. *
* *
********************************************************************************/
// Libraries
#include "BallAndSocketJoint.h"
#include "systems/ConstraintSolverSystem.h"
#include "components/RigidBodyComponents.h"
#include "engine/PhysicsWorld.h"
using namespace reactphysics3d;
// Static variables definition
const decimal BallAndSocketJoint::BETA = decimal(0.2);
// Constructor
BallAndSocketJoint::BallAndSocketJoint(Entity entity, PhysicsWorld& world, const BallAndSocketJointInfo& jointInfo)
: Joint(entity, world) {
// Get the transforms of the two bodies
const Transform& body1Transform = mWorld.mTransformComponents.getTransform(jointInfo.body1->getEntity());
const Transform& body2Transform = mWorld.mTransformComponents.getTransform(jointInfo.body2->getEntity());
// Compute the local-space anchor point for each body
mWorld.mBallAndSocketJointsComponents.setLocalAnchorPointBody1(entity, body1Transform.getInverse() * jointInfo.anchorPointWorldSpace);
mWorld.mBallAndSocketJointsComponents.setLocalAnchorPointBody2(entity, body2Transform.getInverse() * jointInfo.anchorPointWorldSpace);
}
// Return a string representation
std::string BallAndSocketJoint::to_string() const {
return "BallAndSocketJoint{ localAnchorPointBody1=" + mWorld.mBallAndSocketJointsComponents.getLocalAnchorPointBody1(mEntity).to_string() +
", localAnchorPointBody2=" + mWorld.mBallAndSocketJointsComponents.getLocalAnchorPointBody2(mEntity).to_string() + "}";
}