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/****************************************************************************
Copyright ( c ) 2015 Chukong Technologies Inc .
http : //www.cocos2d-x.org
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of this software and associated documentation files ( the " Software " ) , to deal
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LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __PHYSICS_3D_CONSTRAINT_H__
# define __PHYSICS_3D_CONSTRAINT_H__
# include "math/CCMath.h"
# include "base/CCRef.h"
# include "base/ccConfig.h"
# if CC_USE_3D_PHYSICS
# if (CC_ENABLE_BULLET_INTEGRATION)
class btTypedConstraint ;
NS_CC_BEGIN
/**
* @ addtogroup _3d
* @ {
*/
class Physics3DRigidBody ;
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/** @brief Physics3DConstraint: Constraint affects the movement of physics object, it usually connect one or two physics object. There are some types of physics constraints. */
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class CC_DLL Physics3DConstraint : public Ref
{
public :
enum class ConstraintType
{
UNKNOWN ,
POINT_TO_POINT ,
HINGE ,
SLIDER ,
CONE_TWIST ,
SIX_DOF ,
} ;
/**
* get the impulse that break the constraint
*/
float getBreakingImpulse ( ) const ;
/**
* set the impulse that break the constraint
*/
void setBreakingImpulse ( float impulse ) ;
/**
* is it enabled
*/
bool isEnabled ( ) const ;
/**
* set enable or not
*/
void setEnabled ( bool enabled ) ;
/**
* get rigid body a
*/
Physics3DRigidBody * getBodyA ( ) const { return _bodyA ; }
/**
* get rigid body b
*/
Physics3DRigidBody * getBodyB ( ) const { return _bodyB ; }
/**
* get constraint type
*/
ConstraintType getConstraintType ( ) const { return _type ; }
/**
* get user data
*/
void setUserData ( void * userData ) { _userData = userData ; }
/**
* get user data
*/
void * getUserData ( ) const { return _userData ; }
/**
* get override number of solver iterations
*/
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int getOverrideNumSolverIterations ( ) const ;
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/**
* override the number of constraint solver iterations used to solve this constraint , - 1 will use the default number of iterations , as specified in SolverInfo . m_numIterations
*/
void setOverrideNumSolverIterations ( int overideNumIterations ) ;
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# if (CC_ENABLE_BULLET_INTEGRATION)
btTypedConstraint * getbtContraint ( ) { return _constraint ; }
# endif
protected :
Physics3DConstraint ( ) ;
virtual ~ Physics3DConstraint ( ) ;
btTypedConstraint * _constraint ;
Physics3DRigidBody * _bodyA ;
Physics3DRigidBody * _bodyB ;
ConstraintType _type ;
void * _userData ;
} ;
/**
* Point to point constraint limits the translation so that the local pivot points of 2 rigidbodies match in worldspace .
*/
class CC_DLL Physics3DPointToPointConstraint : public Physics3DConstraint
{
public :
/**
* create point to point constraint , limits the translation of local pivot point of rigid body A
* @ param rbA The rigid body going to be fixed
* @ param pivotPointInA local pivot point in A ' s local space
* @ return created constraint
*/
static Physics3DPointToPointConstraint * create ( Physics3DRigidBody * rbA , const cocos2d : : Vec3 & pivotPointInA ) ;
/**
* create point to point constraint , make the local pivot points of 2 rigid bodies match in worldspace .
* @ param rbA The rigid body A going to be fixed
* @ param rbB The rigid body B going to be fixed
* @ param pivotPointInA local pivot point in A ' s local space
* @ param pivotPointInB local pivot point in B ' s local space
* @ return created constraint
*/
static Physics3DPointToPointConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Vec3 & pivotPointInA , const cocos2d : : Vec3 & pivotPointInB ) ;
/**
* set pivot point in A ' s local space
*/
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void setPivotPointInA ( const cocos2d : : Vec3 & pivotA ) ;
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/**
* set pivot point in B ' s local space
*/
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void setPivotPointInB ( const cocos2d : : Vec3 & pivotB ) ;
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/**
* get pivot point in A ' s local space
*/
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cocos2d : : Vec3 getPivotPointInA ( ) const ;
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/**
* get pivot point in B ' s local space
*/
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cocos2d : : Vec3 getPivotPointInB ( ) const ;
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CC_CONSTRUCTOR_ACCESS :
Physics3DPointToPointConstraint ( ) ;
virtual ~ Physics3DPointToPointConstraint ( ) ;
bool init ( Physics3DRigidBody * rbA , const cocos2d : : Vec3 & pivotPointInA ) ;
bool init ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Vec3 & pivotPointInA , const cocos2d : : Vec3 & pivotPointInB ) ;
} ;
/**
* Hinge constraint restricts two additional angular degrees of freedom , so the body can only rotate around one axis , the hinge axis . This can be useful to represent doors or wheels rotating around one axis .
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* hinge constraint between two rigidbodies each with a pivotpoint that describes the axis location in local space
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*/
class CC_DLL Physics3DHingeConstraint : public Physics3DConstraint
{
public :
/**
* create hinge constraint
* @ param rbA rigid body A
* @ param rbAFrame rigid body A ' s frame
* @ param useReferenceFrameA use frame A as reference
*/
static Physics3DHingeConstraint * create ( Physics3DRigidBody * rbA , const cocos2d : : Mat4 & rbAFrame , bool useReferenceFrameA = false ) ;
/**
* create hinge constraint
* @ param rbA rigid body A
* @ param pivotInA pivot in rigid body A ' s local space
* @ param axisInA axis in rigid body A ' s local space
* @ param useReferenceFrameA use frame A as reference
*/
static Physics3DHingeConstraint * create ( Physics3DRigidBody * rbA , const cocos2d : : Vec3 & pivotInA , const cocos2d : : Vec3 & axisInA , bool useReferenceFrameA = false ) ;
/**
* create hinge constraint
* @ param rbA rigid body A
* @ param rbB rigid body B
* @ param pivotInA pivot point in A ' s local space
* @ param pivotInB pivot point in B ' s local space
* @ param axisInA axis in A ' s local space
* @ param axisInB axis in B ' s local space
* @ param useReferenceFrameA use frame A as reference
*/
static Physics3DHingeConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Vec3 & pivotInA , const cocos2d : : Vec3 & pivotInB , cocos2d : : Vec3 & axisInA , cocos2d : : Vec3 & axisInB , bool useReferenceFrameA = false ) ;
/**
* create hinge constraint
* @ param rbA rigid body A
* @ param rbB rigid body B
* @ param rbAFrame rigid body A ' s frame
* @ param rbBFrame rigid body B ' s frame
* @ param useReferenceFrameA use frame A as reference
*/
static Physics3DHingeConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Mat4 & rbAFrame , const cocos2d : : Mat4 & rbBFrame , bool useReferenceFrameA = false ) ;
/**
* get rigid body A ' s frame offset
*/
cocos2d : : Mat4 getFrameOffsetA ( ) const ;
/**
* get rigid body B ' s frame offset
*/
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cocos2d : : Mat4 getFrameOffsetB ( ) const ;
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/**
* set frames for rigid body A and B
*/
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void setFrames ( const cocos2d : : Mat4 & frameA , const cocos2d : : Mat4 & frameB ) ;
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/**
* set angular only
*/
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void setAngularOnly ( bool angularOnly ) ;
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/** enable angular motor */
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void enableAngularMotor ( bool enableMotor , float targetVelocity , float maxMotorImpulse ) ;
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// extra motor API, including ability to set a target rotation (as opposed to angular velocity)
// note: setMotorTarget sets angular velocity under the hood, so you must call it every tick to
// maintain a given angular target.
void enableMotor ( bool enableMotor ) ;
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/** set max motor impulse */
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void setMaxMotorImpulse ( float maxMotorImpulse ) ;
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/**
* set motor target
*/
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void setMotorTarget ( const cocos2d : : Quaternion & qAinB , float dt ) ;
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/** set motor target */
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void setMotorTarget ( float targetAngle , float dt ) ;
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/** set limit */
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void setLimit ( float low , float high , float _softness = 0.9f , float _biasFactor = 0.3f , float _relaxationFactor = 1.0f ) ;
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/**set axis*/
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void setAxis ( const cocos2d : : Vec3 & axisInA ) ;
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/**get lower limit*/
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float getLowerLimit ( ) const ;
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/**get upper limit*/
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float getUpperLimit ( ) const ;
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/**get hinge angle*/
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float getHingeAngle ( ) const ;
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/**get hinge angle*/
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float getHingeAngle ( const cocos2d : : Mat4 & transA , const cocos2d : : Mat4 & transB ) ;
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/**get A's frame */
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cocos2d : : Mat4 getAFrame ( ) const ;
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/**get B's frame*/
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cocos2d : : Mat4 getBFrame ( ) const ;
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/**get angular only*/
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bool getAngularOnly ( ) const ;
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/**get enable angular motor*/
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bool getEnableAngularMotor ( ) const ;
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/**get motor target velocity*/
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float getMotorTargetVelosity ( ) const ;
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/**get max motor impulse*/
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float getMaxMotorImpulse ( ) const ;
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/** access for UseFrameOffset*/
bool getUseFrameOffset ( ) const ;
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/**set use frame offset*/
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void setUseFrameOffset ( bool frameOffsetOnOff ) ;
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CC_CONSTRUCTOR_ACCESS :
Physics3DHingeConstraint ( )
{
_type = ConstraintType : : HINGE ;
}
virtual ~ Physics3DHingeConstraint ( ) { }
} ;
/**
* It allows the body to rotate around x axis and translate along this axis .
* softness , restitution and damping for different cases
* DirLin - moving inside linear limits
* LimLin - hitting linear limit
* DirAng - moving inside angular limits
* LimAng - hitting angular limit
* OrthoLin , OrthoAng - against constraint axis
*/
class CC_DLL Physics3DSliderConstraint : public Physics3DConstraint
{
public :
/**
* create slider constraint
* @ param rbA rigid body A
* @ param rbB rigid body B
* @ param frameInA frame in A ' s local space
* @ param frameInB frame in B ' s local space
* @ param useLinearReferenceFrameA use fixed frame A for linear limits
*/
static Physics3DSliderConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Mat4 & frameInA , const cocos2d : : Mat4 & frameInB , bool useLinearReferenceFrameA ) ;
/**get A's frame offset*/
cocos2d : : Mat4 getFrameOffsetA ( ) const ;
/**get B's frame offset*/
cocos2d : : Mat4 getFrameOffsetB ( ) const ;
/**get lower linear limit*/
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float getLowerLinLimit ( ) const ;
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/**set lower linear limit*/
void setLowerLinLimit ( float lowerLimit ) ;
/**get upper linear limit*/
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float getUpperLinLimit ( ) const ;
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/**set upper linear limit*/
void setUpperLinLimit ( float upperLimit ) ;
/**get lower angular limit*/
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float getLowerAngLimit ( ) const ;
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/**set lower angular limit*/
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void setLowerAngLimit ( float lowerLimit ) ;
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/**get upper angular limit*/
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float getUpperAngLimit ( ) const ;
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/**set upper angular limit*/
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void setUpperAngLimit ( float upperLimit ) ;
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/**use A's frame as linear reference*/
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bool getUseLinearReferenceFrameA ( ) const ;
float getSoftnessDirLin ( ) const ;
float getRestitutionDirLin ( ) const ;
float getDampingDirLin ( ) const ;
float getSoftnessDirAng ( ) const ;
float getRestitutionDirAng ( ) const ;
float getDampingDirAng ( ) const ;
float getSoftnessLimLin ( ) const ;
float getRestitutionLimLin ( ) const ;
float getDampingLimLin ( ) const ;
float getSoftnessLimAng ( ) const ;
float getRestitutionLimAng ( ) const ;
float getDampingLimAng ( ) const ;
float getSoftnessOrthoLin ( ) const ;
float getRestitutionOrthoLin ( ) const ;
float getDampingOrthoLin ( ) const ;
float getSoftnessOrthoAng ( ) const ;
float getRestitutionOrthoAng ( ) const ;
float getDampingOrthoAng ( ) const ;
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void setSoftnessDirLin ( float softnessDirLin ) ;
void setRestitutionDirLin ( float restitutionDirLin ) ;
void setDampingDirLin ( float dampingDirLin ) ;
void setSoftnessDirAng ( float softnessDirAng ) ;
void setRestitutionDirAng ( float restitutionDirAng ) ;
void setDampingDirAng ( float dampingDirAng ) ;
void setSoftnessLimLin ( float softnessLimLin ) ;
void setRestitutionLimLin ( float restitutionLimLin ) ;
void setDampingLimLin ( float dampingLimLin ) ;
void setSoftnessLimAng ( float softnessLimAng ) ;
void setRestitutionLimAng ( float restitutionLimAng ) ;
void setDampingLimAng ( float dampingLimAng ) ;
void setSoftnessOrthoLin ( float softnessOrthoLin ) ;
void setRestitutionOrthoLin ( float restitutionOrthoLin ) ;
void setDampingOrthoLin ( float dampingOrthoLin ) ;
void setSoftnessOrthoAng ( float softnessOrthoAng ) ;
void setRestitutionOrthoAng ( float restitutionOrthoAng ) ;
void setDampingOrthoAng ( float dampingOrthoAng ) ;
void setPoweredLinMotor ( bool onOff ) ;
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bool getPoweredLinMotor ( ) const ;
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void setTargetLinMotorVelocity ( float targetLinMotorVelocity ) ;
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float getTargetLinMotorVelocity ( ) const ;
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void setMaxLinMotorForce ( float maxLinMotorForce ) ;
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float getMaxLinMotorForce ( ) const ;
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void setPoweredAngMotor ( bool onOff ) ;
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bool getPoweredAngMotor ( ) const ;
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void setTargetAngMotorVelocity ( float targetAngMotorVelocity ) ;
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float getTargetAngMotorVelocity ( ) const ;
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void setMaxAngMotorForce ( float maxAngMotorForce ) ;
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float getMaxAngMotorForce ( ) const ;
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float getLinearPos ( ) const ;
float getAngularPos ( ) const ;
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/** access for UseFrameOffset*/
bool getUseFrameOffset ( ) const ;
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/**set use frame offset*/
void setUseFrameOffset ( bool frameOffsetOnOff ) ;
/**set frames for rigid body A and B*/
void setFrames ( const cocos2d : : Mat4 & frameA , const cocos2d : : Mat4 & frameB ) ;
CC_CONSTRUCTOR_ACCESS :
Physics3DSliderConstraint ( )
{
_type = ConstraintType : : SLIDER ;
}
virtual ~ Physics3DSliderConstraint ( ) { }
} ;
/**
* It is a special point to point constraint that adds cone and twist axis limits . The x - axis serves as twist axis .
*/
class CC_DLL Physics3DConeTwistConstraint : public Physics3DConstraint
{
public :
/**
* create cone twist constraint
* rbA rigid body A
* frameA A ' s local frame
*/
static Physics3DConeTwistConstraint * create ( Physics3DRigidBody * rbA , const cocos2d : : Mat4 & frameA ) ;
/**
* create cone twist constraint
* rbA rigid body A
* rbB rigid body B
* frameA rigid body A ' s local frame
* frameB rigid body B ' s local frame
*/
static Physics3DConeTwistConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Mat4 & frameA , const cocos2d : : Mat4 & frameB ) ;
/**
* set limits
* @ param swingSpan1 swing span1
* @ param swingSpan2 swing span2
* @ param twistSpan twist span
* @ param softness 0 - > 1 , recommend ~ 0.8 - > 1. Describes % of limits where movement is free . Beyond this softness % , the limit is gradually enforced until the " hard " ( 1.0 ) limit is reached .
* @ param biasFactor 0 - > 1 ? , recommend 0.3 + / - 0.3 or so . Strength with which constraint resists zeroth order ( angular , not angular velocity ) limit violation .
* @ param relaxationFactor 0 - > 1 , recommend to stay near 1. the lower the value , the less the constraint will fight velocities which violate the angular limits .
*/
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void setLimit ( float swingSpan1 , float swingSpan2 , float twistSpan , float softness = 1.f , float biasFactor = 0.3f , float relaxationFactor = 1.0f ) ;
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/**get A's frame*/
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cocos2d : : Mat4 getAFrame ( ) const ;
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/**get B's frame*/
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cocos2d : : Mat4 getBFrame ( ) const ;
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/**get swing span1*/
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float getSwingSpan1 ( ) const ;
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/**get swing span2*/
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float getSwingSpan2 ( ) const ;
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/**get twist span*/
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float getTwistSpan ( ) const ;
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/**get twist angle*/
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float getTwistAngle ( ) const ;
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/**set damping*/
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void setDamping ( float damping ) ;
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/**enable motor*/
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void enableMotor ( bool b ) ;
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/**set max motor impulse*/
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void setMaxMotorImpulse ( float maxMotorImpulse ) ;
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/**set max motor impulse normalize*/
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void setMaxMotorImpulseNormalized ( float maxMotorImpulse ) ;
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/**get fix thresh*/
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float getFixThresh ( ) const ;
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/**set fix thresh*/
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void setFixThresh ( float fixThresh ) ;
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/**
* setMotorTarget
* @ param q the desired rotation of bodyA wrt bodyB . Note : if q violates the joint limits , the internal target is clamped to avoid conflicting impulses ( very bad for stability ) , also don ' t forget to enableMotor ( )
*/
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void setMotorTarget ( const btQuaternion & q ) ;
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/** setMotorTarget, q is the desired rotation of frameA wrt frameB in constraint space*/
void setMotorTargetInConstraintSpace ( const btQuaternion & q ) ;
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/**get point for angle*/
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cocos2d : : Vec3 GetPointForAngle ( float fAngleInRadians , float fLength ) const ;
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/**set A and B's frame*/
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virtual void setFrames ( const cocos2d : : Mat4 & frameA , const cocos2d : : Mat4 & frameB ) ;
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/**get A's frame offset*/
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cocos2d : : Mat4 getFrameOffsetA ( ) const ;
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/**get B's frame offset*/
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cocos2d : : Mat4 getFrameOffsetB ( ) const ;
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CC_CONSTRUCTOR_ACCESS :
Physics3DConeTwistConstraint ( )
{
_type = ConstraintType : : CONE_TWIST ;
}
virtual ~ Physics3DConeTwistConstraint ( ) { }
} ;
/**
* This generic constraint can emulate a variety of standard constraints , by configuring each of the 6 degrees of freedom ( dof ) .
* The first 3 dof axis are linear axis , which represent translation of rigidbodies , and the latter 3 dof axis represent the angular motion .
* Each axis can be either locked , free or limited . All axis are locked by default .
* For each axis :
* Lowerlimit = = Upperlimit - > axis is locked .
* Lowerlimit > Upperlimit - > axis is free
* Lowerlimit < Upperlimit - > axis it limited in that range
*/
class CC_DLL Physics3D6DofConstraint : public Physics3DConstraint
{
public :
/**
* create 6 dof constraint
* @ param rbA rigid body A
* @ param rbB rigid body B
* @ param frameInA frame in A ' s local space
* @ param frameInB frame in B ' s local space
* @ param useLinearReferenceFrameA use fixed frame A for linear limits
*/
static Physics3D6DofConstraint * create ( Physics3DRigidBody * rbA , Physics3DRigidBody * rbB , const cocos2d : : Mat4 & frameInA , const cocos2d : : Mat4 & frameInB , bool useLinearReferenceFrameA ) ;
/**
* create 6 dof constraint
* @ param rbB rigid body B
* @ param frameInB frame in B ' s local space
* @ param useLinearReferenceFrameB use fixed frame B for linear limits
*/
static Physics3D6DofConstraint * create ( Physics3DRigidBody * rbB , const cocos2d : : Mat4 & frameInB , bool useLinearReferenceFrameB ) ;
/**set linear lower limit*/
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void setLinearLowerLimit ( const cocos2d : : Vec3 & linearLower ) ;
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/**get linear lower limit*/
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cocos2d : : Vec3 getLinearLowerLimit ( ) const ;
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/**set linear upper limit*/
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void setLinearUpperLimit ( const cocos2d : : Vec3 & linearUpper ) ;
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/**get linear upper limit*/
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cocos2d : : Vec3 getLinearUpperLimit ( ) const ;
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/**set angular lower limit*/
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void setAngularLowerLimit ( const cocos2d : : Vec3 & angularLower ) ;
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/**get angular lower limit*/
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cocos2d : : Vec3 getAngularLowerLimit ( ) const ;
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/**set angular upper limit*/
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void setAngularUpperLimit ( const cocos2d : : Vec3 & angularUpper ) ;
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/**get angular upper limit*/
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cocos2d : : Vec3 getAngularUpperLimit ( ) const ;
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/**
* is limited ?
* @ param limitIndex first 3 are linear , next 3 are angular
*/
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bool isLimited ( int limitIndex ) const ;
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/** access for UseFrameOffset*/
bool getUseFrameOffset ( ) const ;
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/**set use frame offset*/
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void setUseFrameOffset ( bool frameOffsetOnOff ) const ;
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CC_CONSTRUCTOR_ACCESS :
Physics3D6DofConstraint ( )
{
_type = ConstraintType : : SIX_DOF ;
}
virtual ~ Physics3D6DofConstraint ( ) { }
} ;
// end of 3d group
/// @}
NS_CC_END
# endif // CC_ENABLE_BULLET_INTEGRATION
# endif // CC_USE_3D_PHYSICS
# endif // __PHYSICS_3D_CONSTRAINT_H__