reactphysics3d/src/constraint/Joint.cpp
2020-05-27 16:15:35 +02:00

87 lines
3.7 KiB
C++

/********************************************************************************
* 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 <reactphysics3d/constraint/Joint.h>
#include <reactphysics3d/engine/PhysicsWorld.h>
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<RigidBody*>(mWorld.mRigidBodyComponents.getRigidBody(body1Entity));
RigidBody* body2 = static_cast<RigidBody*>(mWorld.mRigidBodyComponents.getRigidBody(body2Entity));
// Wake up the two bodies of the joint
body1->setIsSleeping(false);
body2->setIsSleeping(false);
}