98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_PHYSICS_JOINT_NEWTON_H
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#define HPL_PHYSICS_JOINT_NEWTON_H
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#include "hpl1/engine/impl/PhysicsBodyNewton.h"
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#include "hpl1/engine/impl/PhysicsWorldNewton.h"
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#include "hpl1/engine/libraries/newton/Newton.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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template<typename T>
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class iPhysicsJointNewton : public T {
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public:
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iPhysicsJointNewton(const tString &asName, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody,
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iPhysicsWorld *apWorld, const cVector3f &avPivotPoint)
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: T(asName, apParentBody, apChildBody, apWorld, avPivotPoint) {
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cPhysicsWorldNewton *pNWorld = static_cast<cPhysicsWorldNewton *>(apWorld);
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mpNewtonWorld = pNWorld->GetNewtonWorld();
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cPhysicsBodyNewton *pNParent = static_cast<cPhysicsBodyNewton *>(apParentBody);
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cPhysicsBodyNewton *pNChild = static_cast<cPhysicsBodyNewton *>(apChildBody);
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if (apParentBody == NULL)
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mpNewtonParentBody = NULL;
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else
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mpNewtonParentBody = pNParent->GetNewtonBody();
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mpNewtonChildBody = pNChild->GetNewtonBody();
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}
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virtual ~iPhysicsJointNewton() {
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// Skip this for now and let newton handle it..
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// Log("Destroying newton joint!\n");
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if (this->mpChildBody || this->mpParentBody)
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NewtonDestroyJoint(mpNewtonWorld, mpNewtonJoint);
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}
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///////////////////////
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void SetCollideBodies(bool abX) {
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NewtonJointSetCollisionState(mpNewtonJoint, abX ? 1 : 0);
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}
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bool GetCollideBodies() {
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return NewtonJointGetCollisionState(mpNewtonJoint) == 0 ? false : true;
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}
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///////////////////////
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void SetStiffness(float afX) {
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NewtonJointSetStiffness(mpNewtonJoint, afX);
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}
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float GetStiffness() {
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return NewtonJointGetStiffness(mpNewtonJoint);
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}
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///////////////////////
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protected:
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NewtonJoint *mpNewtonJoint;
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NewtonWorld *mpNewtonWorld;
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NewtonBody *mpNewtonParentBody;
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NewtonBody *mpNewtonChildBody;
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};
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} // namespace hpl
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#endif // HPL_PHYSICS_JOINT_NEWTON_H
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