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source: code/branches/physics_new/src/ogrebullet/Dynamics/Constraints/OgreBulletDynamicsPoint2pointConstraint.cpp @ 2119

Last change on this file since 2119 was 2119, checked in by rgrieder, 15 years ago

Merged physics branch into physics_new branch.

  • Property svn:eol-style set to native
File size: 3.4 KB
Line 
1/***************************************************************************
2
3This source file is part of OGREBULLET
4(Object-oriented Graphics Rendering Engine Bullet Wrapper)
5For the latest info, see http://www.ogre3d.org/phpBB2addons/viewforum.php?f=10
6
7Copyright (c) 2007 tuan.kuranes@gmail.com (Use it Freely, even Statically, but have to contribute any changes)
8
9
10
11This program is free software; you can redistribute it and/or modify it under
12the terms of the GPL General Public License with runtime exception as published by the Free Software
13Foundation; either version 2 of the License, or (at your option) any later
14version.
15
16This program is distributed in the hope that it will be useful, but WITHOUT
17ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
18FOR A PARTICULAR PURPOSE. See the GPL General Public License with runtime exception for more details.
19
20You should have received a copy of the GPL General Public License with runtime exception along with
21this program; if not, write to the Free Software Foundation, Inc., 59 Temple
22Place - Suite 330, Boston, MA 02111-1307, USA, or go to
23http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
24-----------------------------------------------------------------------------
25*/
26
27#include "OgreBulletDynamics.h"
28
29#include "OgreBulletDynamicsWorld.h"
30#include "OgreBulletDynamicsRigidBody.h"
31#include "OgreBulletDynamicsConstraint.h"
32#include "Constraints/OgreBulletDynamicsPoint2pointConstraint.h"
33
34using namespace Ogre;
35
36namespace OgreBulletDynamics
37{
38    // -------------------------------------------------------------------------
39    PointToPointConstraint::PointToPointConstraint(RigidBody *body, const Vector3 &pivot) :
40        TypedConstraint(body)
41    {
42        mConstraint = new btPoint2PointConstraint(*(body->getBulletRigidBody ()), 
43            OgreBulletCollisions::OgreBtConverter::to(pivot));
44    }
45    // -------------------------------------------------------------------------
46    PointToPointConstraint::~PointToPointConstraint()
47    {
48    }
49    // -------------------------------------------------------------------------
50    void        PointToPointConstraint::setPivotA(const Ogre::Vector3& pivotA)
51    {
52        getBulletPoint2PointConstraint()->setPivotA(
53            OgreBulletCollisions::OgreBtConverter::to(pivotA));
54    }
55    // -------------------------------------------------------------------------
56    void        PointToPointConstraint::setPivotB(const Ogre::Vector3& pivotB)
57    {
58        getBulletPoint2PointConstraint()->setPivotB(
59            OgreBulletCollisions::OgreBtConverter::to(pivotB));
60    }
61    // -------------------------------------------------------------------------
62    void PointToPointConstraint::setTau (float tau) 
63    {
64        getBulletPoint2PointConstraint()->m_setting.m_tau = tau;
65    };
66    // -------------------------------------------------------------------------
67    void PointToPointConstraint::setDamping (float damping) 
68    {
69        getBulletPoint2PointConstraint()->m_setting.m_damping = damping;
70    };
71    // -------------------------------------------------------------------------
72    float PointToPointConstraint::getTau () const 
73    {
74        return getBulletPoint2PointConstraint()->m_setting.m_tau;
75    };
76    // -------------------------------------------------------------------------
77    float PointToPointConstraint::getDamping () const 
78    {
79        return getBulletPoint2PointConstraint()->m_setting.m_damping;
80    };
81}
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