Panda3D
|
A constraint between two rigid bodies, each with a pivot point. More...
#include "bulletSphericalConstraint.h"
Public Member Functions | |
BulletSphericalConstraint (const BulletRigidBodyNode *node_a, const LPoint3 &pivot_a) | |
BulletSphericalConstraint (const BulletRigidBodyNode *node_a, const BulletRigidBodyNode *node_b, const LPoint3 &pivot_a, const LPoint3 &pivot_b) | |
virtual TypeHandle | force_init_type () |
LPoint3 | get_pivot_in_a () const |
LPoint3 | get_pivot_in_b () const |
virtual TypeHandle | get_type () const |
virtual btTypedConstraint * | ptr () const |
void | set_pivot_a (const LPoint3 &pivot_a) |
void | set_pivot_b (const LPoint3 &pivot_b) |
Static Public Member Functions | |
static TypeHandle | get_class_type () |
static void | init_type () |
This function is declared non-inline to work around a compiler bug in g++ 2.96. |
A constraint between two rigid bodies, each with a pivot point.
The pivot points are described in the body's local space. The constraint limits movement of the two rigid bodies in such a way that the pivot points match in global space. The spherical constraint can be seen as a "ball and socket" joint.
Definition at line 38 of file bulletSphericalConstraint.h.
static void BulletSphericalConstraint::init_type | ( | ) | [inline, static] |
This function is declared non-inline to work around a compiler bug in g++ 2.96.
Making it inline seems to cause problems in the optimizer.
Reimplemented from BulletConstraint.
Definition at line 66 of file bulletSphericalConstraint.h.
References BulletConstraint::init_type().