open_toontown_panda3d/panda/src/bullet/bulletGenericConstraint.cxx

188 lines
4.3 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file bulletGenericConstraint.cxx
* @author enn0x
* @date 2010-03-02
*/
#include "bulletGenericConstraint.h"
#include "bulletRigidBodyNode.h"
#include "bulletWorld.h"
TypeHandle BulletGenericConstraint::_type_handle;
/**
*
*/
BulletGenericConstraint::
BulletGenericConstraint(const BulletRigidBodyNode *node_a,
const TransformState *frame_a,
bool use_frame_a) {
btRigidBody *ptr_a = btRigidBody::upcast(node_a->get_object());
btTransform trans_a = TransformState_to_btTrans(frame_a);
_constraint = new btGeneric6DofConstraint(*ptr_a, trans_a, use_frame_a);
}
/**
*
*/
BulletGenericConstraint::
BulletGenericConstraint(const BulletRigidBodyNode *node_a,
const BulletRigidBodyNode *node_b,
const TransformState *frame_a,
const TransformState *frame_b,
bool use_frame_a) {
btRigidBody *ptr_a = btRigidBody::upcast(node_a->get_object());
btTransform trans_a = TransformState_to_btTrans(frame_a);
btRigidBody *ptr_b = btRigidBody::upcast(node_b->get_object());
btTransform trans_b = TransformState_to_btTrans(frame_b);
_constraint = new btGeneric6DofConstraint(*ptr_a, *ptr_b, trans_a, trans_b, use_frame_a);
}
/**
*
*/
btTypedConstraint *BulletGenericConstraint::
ptr() const {
return _constraint;
}
/**
*
*/
LVector3 BulletGenericConstraint::
get_axis(int axis) const {
LightMutexHolder holder(BulletWorld::get_global_lock());
nassertr(axis >= 0, LVector3::zero());
nassertr(axis <= 3, LVector3::zero());
_constraint->buildJacobian();
return btVector3_to_LVector3(_constraint->getAxis(axis));
}
/**
*
*/
PN_stdfloat BulletGenericConstraint::
get_pivot(int axis) const {
LightMutexHolder holder(BulletWorld::get_global_lock());
nassertr(axis >= 0, 0.0f);
nassertr(axis <= 3, 0.0f);
_constraint->buildJacobian();
return _constraint->getRelativePivotPosition(axis);
}
/**
*
*/
PN_stdfloat BulletGenericConstraint::
get_angle(int axis) const {
LightMutexHolder holder(BulletWorld::get_global_lock());
nassertr(axis >= 0, 0.0f);
nassertr(axis <= 3, 0.0f);
_constraint->buildJacobian();
return _constraint->getAngle(axis);
}
/**
*
*/
void BulletGenericConstraint::
set_linear_limit(int axis, PN_stdfloat low, PN_stdfloat high) {
LightMutexHolder holder(BulletWorld::get_global_lock());
nassertv(axis >= 0);
nassertv(axis <= 3);
_constraint->buildJacobian();
_constraint->setLimit(axis, low, high);
}
/**
*
*/
void BulletGenericConstraint::
set_angular_limit(int axis, PN_stdfloat low, PN_stdfloat high) {
LightMutexHolder holder(BulletWorld::get_global_lock());
nassertv(axis >= 0);
nassertv(axis <= 3);
low = deg_2_rad(low);
high = deg_2_rad(high);
_constraint->buildJacobian();
_constraint->setLimit(axis + 3, low, high);
}
/**
*
*/
CPT(TransformState) BulletGenericConstraint::
get_frame_a() const {
LightMutexHolder holder(BulletWorld::get_global_lock());
return btTrans_to_TransformState(_constraint->getFrameOffsetA());
}
/**
*
*/
CPT(TransformState) BulletGenericConstraint::
get_frame_b() const {
LightMutexHolder holder(BulletWorld::get_global_lock());
return btTrans_to_TransformState(_constraint->getFrameOffsetB());
}
/**
*
*/
BulletRotationalLimitMotor BulletGenericConstraint::
get_rotational_limit_motor(int axis) {
LightMutexHolder holder(BulletWorld::get_global_lock());
return BulletRotationalLimitMotor(*_constraint->getRotationalLimitMotor(axis));
}
/**
*
*/
BulletTranslationalLimitMotor BulletGenericConstraint::
get_translational_limit_motor() {
LightMutexHolder holder(BulletWorld::get_global_lock());
return BulletTranslationalLimitMotor(*_constraint->getTranslationalLimitMotor());
}
/**
*
*/
void BulletGenericConstraint::
set_frames(const TransformState *ts_a, const TransformState *ts_b) {
LightMutexHolder holder(BulletWorld::get_global_lock());
btTransform frame_a = TransformState_to_btTrans(ts_a);
btTransform frame_b = TransformState_to_btTrans(ts_b);
_constraint->setFrames(frame_a, frame_b);
}