Physics constraint components
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Executable
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#ifndef Components_BallSocketConstraint_h__
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#define Components_BallSocketConstraint_h__
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#include "Component.h"
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namespace Components
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{
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// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
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struct BallSocketConstraint : Component
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{
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// Create constraint between these entities
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EntityID EntityA;
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EntityID EntityB;
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// The pivot point in local coordinates
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glm::vec3 PivotA;
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glm::vec3 PivotB;
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};
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}
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#endif // Components_BallSocketConstraint_h__
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#ifndef Components_HingeConstraint_h__
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#define Components_HingeConstraint_h__
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#include "Component.h"
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namespace Components
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{
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// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
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struct HingeConstraint : Component
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{
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// Create constraint between these entities
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EntityID EntityA;
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EntityID EntityB;
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// The pivot point in local coordinates
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glm::vec3 PivotA;
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glm::vec3 PivotB;
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// The axis to rotate around
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glm::vec3 AxisA;
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glm::vec3 AxisB;
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/*
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void setLimit(btScalar low,
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btScalar high,
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btScalar softness = 0.9f,
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btScalar_biasFactor = 0.3f,
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btScalar relaxationFactor = 1.0f)
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*/
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float LowLimit;
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float HighLimit;
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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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};
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}
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#endif // Components_HingeConstraint_h__
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Executable
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#ifndef Components_SliderConstraint_h__
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#define Components_SliderConstraint_h__
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#include "Component.h"
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namespace Components
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{
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// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
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struct SliderConstraint : Component
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{
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// Create constraint between these entities
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EntityID EntityA;
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EntityID EntityB;
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};
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}
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#endif // Components_SliderConstraint_h__
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