reactphysics3d/src/constraint/BallAndSocketJoint.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 "Constraint.h"
#include "../mathematics/mathematics.h"
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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 ConstraintInfo {
public :
// -------------------- Attributes -------------------- //
/// Anchor point (in world space coordinates)
Vector3 anchorPoint;
/// Constructor
BallAndSocketJointInfo() : ConstraintInfo(BALLSOCKETJOINT) {}
};
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// Class BallAndSocketJoint
/**
* This class represents a ball-and-socket joint that allows arbitrary rotation
* between two bodies.
*/
class BallAndSocketJoint : public Constraint {
private :
// -------------------- Attributes -------------------- //
/// Anchor point of body 1 (in local space coordinates)
Vector3 mLocalAnchorPoint1;
/// Anchor point of body 2 (in local space coordinates)
Vector3 mLocalAnchorPoint2;
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public :
// -------------------- Methods -------------------- //
/// Constructor
BallAndSocketJoint(const BallAndSocketJointInfo& jointInfo);
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/// Destructor
virtual ~BallAndSocketJoint();
/// Return the number of bytes used by the joint
virtual size_t getSizeInBytes() const;
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};
// Return the number of bytes used by the joint
inline size_t BallAndSocketJoint::getSizeInBytes() const {
return sizeof(BallAndSocketJoint);
}
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}
#endif