/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2020 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 #include using namespace reactphysics3d; // Constructor Joint::Joint(Entity entity, PhysicsWorld& world) :mEntity(entity), mWorld(world) { } // Return the reference to the body 1 /** * @return The first body involved in the joint */ RigidBody* Joint::getBody1() const { const Entity body1Entiy = mWorld.mJointsComponents.getBody1Entity(mEntity); return mWorld.mRigidBodyComponents.getRigidBody(body1Entiy); } // Return the reference to the body 2 /** * @return The second body involved in the joint */ RigidBody* Joint::getBody2() const { const Entity body2Entiy = mWorld.mJointsComponents.getBody2Entity(mEntity); return mWorld.mRigidBodyComponents.getRigidBody(body2Entiy); } // Return the type of the joint /** * @return The type of the joint */ JointType Joint::getType() const { return mWorld.mJointsComponents.getType(mEntity); } // Return true if the collision between the two bodies of the joint is enabled /** * @return True if the collision is enabled between the two bodies of the joint * is enabled and false otherwise */ bool Joint::isCollisionEnabled() const { return mWorld.mJointsComponents.getIsCollisionEnabled(mEntity); } // Awake the two bodies of the joint void Joint::awakeBodies() const { // Get the bodies entities Entity body1Entity = mWorld.mJointsComponents.getBody1Entity(mEntity); Entity body2Entity = mWorld.mJointsComponents.getBody2Entity(mEntity); RigidBody* body1 = static_cast(mWorld.mRigidBodyComponents.getRigidBody(body1Entity)); RigidBody* body2 = static_cast(mWorld.mRigidBodyComponents.getRigidBody(body2Entity)); // Wake up the two bodies of the joint body1->setIsSleeping(false); body2->setIsSleeping(false); }