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conetwistconstraint.cpp
1 // © Copyright 2010 - 2014 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
8 
9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
13 
14  You should have received a copy of the GNU General Public License
15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
22 
23  However there are some practical restrictions, so if your project involves
24  any of the following you should contact us and we will try to work something
25  out:
26  - DRM or Copy Protection of any kind(except Copyrights)
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29  - Are Currently In Violation of Another Copyright Holder's GPL License
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31  your distribution
32 
33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
36 
37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _physicsconetwistconstraint_cpp
41 #define _physicsconetwistconstraint_cpp
42 
43 #include "Physics/conetwistconstraint.h"
44 #include "Physics/rigidproxy.h"
45 
46 #include "stringtool.h"
47 #include "serialization.h"
48 
49 #include <btBulletDynamicsCommon.h>
50 
51 namespace Mezzanine
52 {
53  namespace Physics
54  {
55  /////////////////////////////////////////
56  // ConeTwist Constraint Functions
57 
59  const Vector3& VectorB, const Quaternion& QuaternionA, const Quaternion& QuaternionB)
60  {
61  this->SetBodies(ProxyA,ProxyB);
62 
63  btTransform transa(QuaternionA.GetBulletQuaternion(), VectorA.GetBulletVector3());
64  btTransform transb(QuaternionB.GetBulletQuaternion(), VectorB.GetBulletVector3());
65  this->ConeTwist = new btConeTwistConstraint(*(ProxA->_GetPhysicsObject()), *(ProxB->_GetPhysicsObject()), transa, transb);
66  }
67 
68  ConeTwistConstraint::ConeTwistConstraint(RigidProxy* ProxyA, const Vector3& VectorA, const Quaternion& QuaternionA)
69  {
70  this->SetBodies(ProxyA);
71 
72  btTransform transa(QuaternionA.GetBulletQuaternion(), VectorA.GetBulletVector3());
73  this->ConeTwist = new btConeTwistConstraint(*(ProxA->_GetPhysicsObject()), transa);
74  }
75 
77  { delete this->ConeTwist; }
78 
79  btTypedConstraint* ConeTwistConstraint::GetConstraintBase() const
80  { return this->ConeTwist; }
81 
82  void ConeTwistConstraint::SetAngularOnly(bool AngularOnly)
83  { this->ConeTwist->setAngularOnly(AngularOnly); }
84 
85  void ConeTwistConstraint::SetLimit(int LimitIndex, Real LimitValue)
86  { this->ConeTwist->setLimit(LimitIndex, LimitValue); }
87 
88  void ConeTwistConstraint::SetLimit(Real SwingSpan1, Real SwingSpan2, Real Twistspan, Real Softness, Real BiasFactor, Real RelaxationFactor)
89  { this->ConeTwist->setLimit(SwingSpan1, SwingSpan2, Twistspan, Softness, BiasFactor, RelaxationFactor); }
90 
91  void ConeTwistConstraint::SetDamping(Real Damping)
92  { this->ConeTwist->setDamping(Damping); }
93 
94  void ConeTwistConstraint::SetMaxMotorImpulse(Real MaxMotorImpulse)
95  { this->ConeTwist->setMaxMotorImpulse(MaxMotorImpulse); }
96 
97  void ConeTwistConstraint::SetMaxMotorImpulseNormalized(Real MaxMotorImpulse)
98  { this->ConeTwist->setMaxMotorImpulseNormalized(MaxMotorImpulse); }
99 
100  void ConeTwistConstraint::SetFixThresh(Real FixThresh)
101  { this->ConeTwist->setFixThresh(FixThresh); }
102 
103  void ConeTwistConstraint::SetMotorTarget(const Quaternion& Quat)
104  { this->ConeTwist->setMotorTarget( Quat.GetBulletQuaternion() ); }
105 
106  void ConeTwistConstraint::SetMotorTargetInConstraintSpace(const Quaternion& Quat)
107  { this->ConeTwist->setMotorTargetInConstraintSpace( Quat.GetBulletQuaternion() ); }
108 
109  void ConeTwistConstraint::EnableMotor(bool Enable)
110  { this->ConeTwist->enableMotor(Enable); }
111 
112  bool ConeTwistConstraint::IsPassedSwingLimit()
113  { return this->ConeTwist->isPastSwingLimit(); }
114  }//Physics
115 }//Mezzanine
116 
117 #endif