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+/**************************************************************************/
+/* godot_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER 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 THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_JOINT_3D_H
+#define GODOT_JOINT_3D_H
+
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+
+class GodotJoint3D : public GodotConstraint3D {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
+ if (Math::abs(n.z) > Math_SQRT12) {
+ // choose p in y-z plane
+ real_t a = n[1] * n[1] + n[2] * n[2];
+ real_t k = 1.0 / Math::sqrt(a);
+ p = Vector3(0, -n[2] * k, n[1] * k);
+ // set q = n x p
+ q = Vector3(a * k, -n[0] * p[2], n[0] * p[1]);
+ } else {
+ // choose p in x-y plane
+ real_t a = n.x * n.x + n.y * n.y;
+ real_t k = 1.0 / Math::sqrt(a);
+ p = Vector3(-n.y * k, n.x * k, 0);
+ // set q = n x p
+ q = Vector3(-n.z * p.y, n.z * p.x, a * k);
+ }
+ }
+
+ _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
+ real_t coeff_1 = Math_PI / 4.0f;
+ real_t coeff_2 = 3.0f * coeff_1;
+ real_t abs_y = Math::abs(y);
+ real_t angle;
+ if (x >= 0.0f) {
+ real_t r = (x - abs_y) / (x + abs_y);
+ angle = coeff_1 - coeff_1 * r;
+ } else {
+ real_t r = (x + abs_y) / (abs_y - x);
+ angle = coeff_2 - coeff_1 * r;
+ }
+ return (y < 0.0f) ? -angle : angle;
+ }
+
+public:
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return true; }
+ virtual void solve(real_t p_step) override {}
+
+ void copy_settings_from(GodotJoint3D *p_joint) {
+ set_self(p_joint->get_self());
+ set_priority(p_joint->get_priority());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+ }
+
+ virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
+ _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
+ }
+
+ virtual ~GodotJoint3D() {
+ for (int i = 0; i < get_body_count(); i++) {
+ GodotBody3D *body = get_body_ptr()[i];
+ if (body) {
+ body->remove_constraint(this);
+ }
+ }
+ }
+};
+
+#endif // GODOT_JOINT_3D_H