mirror of https://github.com/axmolengine/axmol.git
624 lines
21 KiB
C++
624 lines
21 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __PHYSICS_3D_CONSTRAINT_H__
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#define __PHYSICS_3D_CONSTRAINT_H__
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#include "math/Math.h"
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#include "base/Object.h"
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#include "base/Config.h"
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#if defined(AX_ENABLE_3D_PHYSICS)
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# if (AX_ENABLE_BULLET_INTEGRATION)
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class btTypedConstraint;
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NS_AX_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Physics3DRigidBody;
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/** @brief Physics3DConstraint: Constraint affects the movement of physics object, it usually connect one or two physics
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* object. There are some types of physics constraints. */
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class AX_DLL Physics3DConstraint : public Object
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{
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public:
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enum class ConstraintType
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{
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UNKNOWN,
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POINT_TO_POINT,
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HINGE,
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SLIDER,
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CONE_TWIST,
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SIX_DOF,
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};
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/**
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* get the impulse that break the constraint
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*/
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float getBreakingImpulse() const;
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/**
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* set the impulse that break the constraint
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*/
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void setBreakingImpulse(float impulse);
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/**
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* is it enabled
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*/
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bool isEnabled() const;
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/**
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* set enable or not
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*/
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void setEnabled(bool enabled);
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/**
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* get rigid body a
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*/
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Physics3DRigidBody* getBodyA() const { return _bodyA; }
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/**
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* get rigid body b
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*/
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Physics3DRigidBody* getBodyB() const { return _bodyB; }
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/**
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* get constraint type
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*/
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ConstraintType getConstraintType() const { return _type; }
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/**
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* get user data
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*/
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void setUserData(void* userData) { _userData = userData; }
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/**
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* get user data
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*/
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void* getUserData() const { return _userData; }
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/**
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* get override number of solver iterations
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*/
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int getOverrideNumSolverIterations() const;
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/**
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* override the number of constraint solver iterations used to solve this constraint, -1 will use the default number
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* of iterations, as specified in SolverInfo.m_numIterations
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*/
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void setOverrideNumSolverIterations(int overrideNumIterations);
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# if (AX_ENABLE_BULLET_INTEGRATION)
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btTypedConstraint* getbtContraint() { return _constraint; }
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# endif
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protected:
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Physics3DConstraint();
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virtual ~Physics3DConstraint();
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btTypedConstraint* _constraint;
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Physics3DRigidBody* _bodyA;
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Physics3DRigidBody* _bodyB;
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ConstraintType _type;
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void* _userData;
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};
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/**
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* Point to point constraint limits the translation so that the local pivot points of 2 rigidbodies match in worldspace.
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*/
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class AX_DLL Physics3DPointToPointConstraint : public Physics3DConstraint
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{
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public:
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/**
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* create point to point constraint, limits the translation of local pivot point of rigid body A
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* @param rbA The rigid body going to be fixed
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* @param pivotPointInA local pivot point in A's local space
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* @return created constraint
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*/
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static Physics3DPointToPointConstraint* create(Physics3DRigidBody* rbA, const ax::Vec3& pivotPointInA);
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/**
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* create point to point constraint, make the local pivot points of 2 rigid bodies match in worldspace.
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* @param rbA The rigid body A going to be fixed
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* @param rbB The rigid body B going to be fixed
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* @param pivotPointInA local pivot point in A's local space
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* @param pivotPointInB local pivot point in B's local space
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* @return created constraint
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*/
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static Physics3DPointToPointConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Vec3& pivotPointInA,
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const ax::Vec3& pivotPointInB);
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/**
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* set pivot point in A's local space
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*/
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void setPivotPointInA(const ax::Vec3& pivotA);
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/**
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* set pivot point in B's local space
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*/
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void setPivotPointInB(const ax::Vec3& pivotB);
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/**
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* get pivot point in A's local space
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*/
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ax::Vec3 getPivotPointInA() const;
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/**
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* get pivot point in B's local space
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*/
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ax::Vec3 getPivotPointInB() const;
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Physics3DPointToPointConstraint();
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virtual ~Physics3DPointToPointConstraint();
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bool init(Physics3DRigidBody* rbA, const ax::Vec3& pivotPointInA);
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bool init(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Vec3& pivotPointInA,
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const ax::Vec3& pivotPointInB);
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};
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/**
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* Hinge constraint restricts two additional angular degrees of freedom, so the body can only rotate around one axis,
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* the hinge axis. This can be useful to represent doors or wheels rotating around one axis. hinge constraint between
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* two rigidbodies each with a pivotpoint that describes the axis location in local space
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*/
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class AX_DLL Physics3DHingeConstraint : public Physics3DConstraint
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{
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public:
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/**
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* create hinge constraint
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* @param rbA rigid body A
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* @param rbAFrame rigid body A's frame
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* @param useReferenceFrameA use frame A as reference
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*/
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static Physics3DHingeConstraint* create(Physics3DRigidBody* rbA,
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const ax::Mat4& rbAFrame,
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bool useReferenceFrameA = false);
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/**
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* create hinge constraint
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* @param rbA rigid body A
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* @param pivotInA pivot in rigid body A's local space
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* @param axisInA axis in rigid body A's local space
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* @param useReferenceFrameA use frame A as reference
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*/
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static Physics3DHingeConstraint* create(Physics3DRigidBody* rbA,
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const ax::Vec3& pivotInA,
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const ax::Vec3& axisInA,
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bool useReferenceFrameA = false);
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/**
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* create hinge constraint
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* @param rbA rigid body A
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* @param rbB rigid body B
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* @param pivotInA pivot point in A's local space
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* @param pivotInB pivot point in B's local space
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* @param axisInA axis in A's local space
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* @param axisInB axis in B's local space
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* @param useReferenceFrameA use frame A as reference
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*/
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static Physics3DHingeConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Vec3& pivotInA,
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const ax::Vec3& pivotInB,
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ax::Vec3& axisInA,
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ax::Vec3& axisInB,
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bool useReferenceFrameA = false);
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/**
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* create hinge constraint
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* @param rbA rigid body A
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* @param rbB rigid body B
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* @param rbAFrame rigid body A's frame
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* @param rbBFrame rigid body B's frame
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* @param useReferenceFrameA use frame A as reference
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*/
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static Physics3DHingeConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Mat4& rbAFrame,
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const ax::Mat4& rbBFrame,
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bool useReferenceFrameA = false);
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/**
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* get rigid body A's frame offset
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*/
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ax::Mat4 getFrameOffsetA() const;
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/**
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* get rigid body B's frame offset
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*/
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ax::Mat4 getFrameOffsetB() const;
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/**
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* set frames for rigid body A and B
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*/
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void setFrames(const ax::Mat4& frameA, const ax::Mat4& frameB);
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/**
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* set angular only
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*/
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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)
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// note: setMotorTarget sets angular velocity under the hood, so you must call it every tick to
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// maintain a given angular target.
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void enableMotor(bool enableMotor);
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/** set max motor impulse */
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void setMaxMotorImpulse(float maxMotorImpulse);
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/**
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* set motor target
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*/
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void setMotorTarget(const ax::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,
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float high,
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float _softness = 0.9f,
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float _biasFactor = 0.3f,
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float _relaxationFactor = 1.0f);
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/**set axis*/
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void setAxis(const ax::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 ax::Mat4& transA, const ax::Mat4& transB);
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/**get A's frame */
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ax::Mat4 getAFrame() const;
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/**get B's frame*/
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ax::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*/
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bool getUseFrameOffset() const;
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/**set use frame offset*/
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void setUseFrameOffset(bool frameOffsetOnOff);
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Physics3DHingeConstraint() { _type = ConstraintType::HINGE; }
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virtual ~Physics3DHingeConstraint() {}
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};
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/**
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* It allows the body to rotate around x axis and translate along this axis.
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* softness, restitution and damping for different cases
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* DirLin - moving inside linear limits
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* LimLin - hitting linear limit
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* DirAng - moving inside angular limits
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* LimAng - hitting angular limit
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* OrthoLin, OrthoAng - against constraint axis
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*/
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class AX_DLL Physics3DSliderConstraint : public Physics3DConstraint
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{
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public:
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/**
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* create slider constraint
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* @param rbA rigid body A
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* @param rbB rigid body B
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* @param frameInA frame in A's local space
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* @param frameInB frame in B's local space
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* @param useLinearReferenceFrameA use fixed frame A for linear limits
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*/
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static Physics3DSliderConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Mat4& frameInA,
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const ax::Mat4& frameInB,
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bool useLinearReferenceFrameA);
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/**get A's frame offset*/
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ax::Mat4 getFrameOffsetA() const;
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/**get B's frame offset*/
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ax::Mat4 getFrameOffsetB() const;
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/**get lower linear limit*/
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float getLowerLinLimit() const;
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/**set lower linear limit*/
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void setLowerLinLimit(float lowerLimit);
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/**get upper linear limit*/
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float getUpperLinLimit() const;
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/**set upper linear limit*/
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void setUpperLinLimit(float upperLimit);
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/**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;
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float getSoftnessDirLin() const;
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float getRestitutionDirLin() const;
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float getDampingDirLin() const;
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float getSoftnessDirAng() const;
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float getRestitutionDirAng() const;
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float getDampingDirAng() const;
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float getSoftnessLimLin() const;
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float getRestitutionLimLin() const;
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float getDampingLimLin() const;
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float getSoftnessLimAng() const;
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float getRestitutionLimAng() const;
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float getDampingLimAng() const;
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float getSoftnessOrthoLin() const;
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float getRestitutionOrthoLin() const;
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float getDampingOrthoLin() const;
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float getSoftnessOrthoAng() const;
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float getRestitutionOrthoAng() const;
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float getDampingOrthoAng() const;
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void setSoftnessDirLin(float softnessDirLin);
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void setRestitutionDirLin(float restitutionDirLin);
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void setDampingDirLin(float dampingDirLin);
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void setSoftnessDirAng(float softnessDirAng);
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void setRestitutionDirAng(float restitutionDirAng);
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void setDampingDirAng(float dampingDirAng);
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void setSoftnessLimLin(float softnessLimLin);
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void setRestitutionLimLin(float restitutionLimLin);
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void setDampingLimLin(float dampingLimLin);
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void setSoftnessLimAng(float softnessLimAng);
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void setRestitutionLimAng(float restitutionLimAng);
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void setDampingLimAng(float dampingLimAng);
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void setSoftnessOrthoLin(float softnessOrthoLin);
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void setRestitutionOrthoLin(float restitutionOrthoLin);
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void setDampingOrthoLin(float dampingOrthoLin);
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void setSoftnessOrthoAng(float softnessOrthoAng);
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void setRestitutionOrthoAng(float restitutionOrthoAng);
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void setDampingOrthoAng(float dampingOrthoAng);
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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;
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float getAngularPos() const;
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/** access for UseFrameOffset*/
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bool getUseFrameOffset() const;
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/**set use frame offset*/
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void setUseFrameOffset(bool frameOffsetOnOff);
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/**set frames for rigid body A and B*/
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void setFrames(const ax::Mat4& frameA, const ax::Mat4& frameB);
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Physics3DSliderConstraint() { _type = ConstraintType::SLIDER; }
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virtual ~Physics3DSliderConstraint() {}
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};
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/**
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* It is a special point to point constraint that adds cone and twist axis limits. The x-axis serves as twist axis.
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*/
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class AX_DLL Physics3DConeTwistConstraint : public Physics3DConstraint
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{
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public:
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/**
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* create cone twist constraint
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* rbA rigid body A
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* frameA A's local frame
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*/
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static Physics3DConeTwistConstraint* create(Physics3DRigidBody* rbA, const ax::Mat4& frameA);
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/**
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* create cone twist constraint
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* rbA rigid body A
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* rbB rigid body B
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* frameA rigid body A's local frame
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* frameB rigid body B's local frame
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*/
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static Physics3DConeTwistConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Mat4& frameA,
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const ax::Mat4& frameB);
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/**
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* set limits
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* @param swingSpan1 swing span1
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* @param swingSpan2 swing span2
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* @param twistSpan twist span
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* @param softness 0->1, recommend ~0.8->1. Describes % of limits where movement is free. Beyond this softness %,
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* the limit is gradually enforced until the "hard" (1.0) limit is reached.
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* @param biasFactor 0->1?, recommend 0.3 +/-0.3 or so. Strength with which constraint resists zeroth order
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* (angular, not angular velocity) limit violation.
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* @param relaxationFactor 0->1, recommend to stay near 1. the lower the value, the less the constraint will fight
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* velocities which violate the angular limits.
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*/
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void setLimit(float swingSpan1,
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float swingSpan2,
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float twistSpan,
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float softness = 1.f,
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float biasFactor = 0.3f,
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float relaxationFactor = 1.0f);
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/**get A's frame*/
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ax::Mat4 getAFrame() const;
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/**get B's frame*/
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ax::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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/**
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* setMotorTarget
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* @param q the desired rotation of bodyA wrt bodyB. Note: if q violates the joint limits, the internal target is
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* clamped to avoid conflicting impulses (very bad for stability), also don't forget to enableMotor()
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*/
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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*/
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void setMotorTargetInConstraintSpace(const btQuaternion& q);
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/**get point for angle*/
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ax::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 ax::Mat4& frameA, const ax::Mat4& frameB);
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/**get A's frame offset*/
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ax::Mat4 getFrameOffsetA() const;
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/**get B's frame offset*/
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ax::Mat4 getFrameOffsetB() const;
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Physics3DConeTwistConstraint() { _type = ConstraintType::CONE_TWIST; }
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virtual ~Physics3DConeTwistConstraint() {}
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};
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/**
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* This generic constraint can emulate a variety of standard constraints, by configuring each of the 6 degrees of
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* freedom (dof). The first 3 dof axis are linear axis, which represent translation of rigidbodies, and the latter 3 dof
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* axis represent the angular motion. Each axis can be either locked, free or limited. All axis are locked by default.
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* For each axis:
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* Lowerlimit == Upperlimit -> axis is locked.
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* Lowerlimit > Upperlimit -> axis is free
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* Lowerlimit < Upperlimit -> axis it limited in that range
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*/
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class AX_DLL Physics3D6DofConstraint : public Physics3DConstraint
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|
{
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public:
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/**
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* create 6 dof constraint
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|
* @param rbA rigid body A
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|
* @param rbB rigid body B
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* @param frameInA frame in A's local space
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|
* @param frameInB frame in B's local space
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|
* @param useLinearReferenceFrameA use fixed frame A for linear limits
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|
*/
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static Physics3D6DofConstraint* create(Physics3DRigidBody* rbA,
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Physics3DRigidBody* rbB,
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const ax::Mat4& frameInA,
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|
const ax::Mat4& frameInB,
|
|
bool useLinearReferenceFrameA);
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|
|
|
/**
|
|
* create 6 dof constraint
|
|
* @param rbB rigid body B
|
|
* @param frameInB frame in B's local space
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|
* @param useLinearReferenceFrameB use fixed frame B for linear limits
|
|
*/
|
|
static Physics3D6DofConstraint* create(Physics3DRigidBody* rbB,
|
|
const ax::Mat4& frameInB,
|
|
bool useLinearReferenceFrameB);
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|
|
|
/**set linear lower limit*/
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|
void setLinearLowerLimit(const ax::Vec3& linearLower);
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|
|
|
/**get linear lower limit*/
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|
ax::Vec3 getLinearLowerLimit() const;
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|
|
|
/**set linear upper limit*/
|
|
void setLinearUpperLimit(const ax::Vec3& linearUpper);
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|
|
|
/**get linear upper limit*/
|
|
ax::Vec3 getLinearUpperLimit() const;
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|
|
|
/**set angular lower limit*/
|
|
void setAngularLowerLimit(const ax::Vec3& angularLower);
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|
|
|
/**get angular lower limit*/
|
|
ax::Vec3 getAngularLowerLimit() const;
|
|
|
|
/**set angular upper limit*/
|
|
void setAngularUpperLimit(const ax::Vec3& angularUpper);
|
|
|
|
/**get angular upper limit*/
|
|
ax::Vec3 getAngularUpperLimit() const;
|
|
|
|
/**
|
|
* is limited?
|
|
* @param limitIndex first 3 are linear, next 3 are angular
|
|
*/
|
|
bool isLimited(int limitIndex) const;
|
|
|
|
/** access for UseFrameOffset*/
|
|
bool getUseFrameOffset() const;
|
|
/**set use frame offset*/
|
|
void setUseFrameOffset(bool frameOffsetOnOff) const;
|
|
|
|
Physics3D6DofConstraint() { _type = ConstraintType::SIX_DOF; }
|
|
virtual ~Physics3D6DofConstraint() {}
|
|
};
|
|
|
|
// end of 3d group
|
|
/// @}
|
|
|
|
NS_AX_END
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|
|
|
# endif // AX_ENABLE_BULLET_INTEGRATION
|
|
|
|
#endif // defined(AX_ENABLE_3D_PHYSICS)
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|
|
|
#endif // __PHYSICS_3D_CONSTRAINT_H__
|