godot/modules/godot_physics_2d/godot_joints_2d.cpp

/**************************************************************************/
/*  godot_joints_2d.cpp                                                   */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* 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:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in 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 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "godot_joints_2d.h"

#include "godot_space_2d.h"

//based on chipmunk joint constraints

/* Copyright (c) 2007 Scott Lembcke
 *
 * 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.
 */

void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) {}

static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {}

static inline Vector2
relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) {}

static inline real_t
normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) {}

bool GodotPinJoint2D::setup(real_t p_step) {}

inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {}

bool GodotPinJoint2D::pre_solve(real_t p_step) {}

void GodotPinJoint2D::solve(real_t p_step) {}

void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) {}

real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const {}

void GodotPinJoint2D::set_flag(PhysicsServer2D::PinJointFlag p_flag, bool p_enabled) {}

bool GodotPinJoint2D::get_flag(PhysicsServer2D::PinJointFlag p_flag) const {}

GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :{}

//////////////////////////////////////////////
//////////////////////////////////////////////
//////////////////////////////////////////////

static inline void
k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) {}

static _FORCE_INLINE_ Vector2
mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {}

bool GodotGrooveJoint2D::setup(real_t p_step) {}

bool GodotGrooveJoint2D::pre_solve(real_t p_step) {}

void GodotGrooveJoint2D::solve(real_t p_step) {}

GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :{}

//////////////////////////////////////////////
//////////////////////////////////////////////
//////////////////////////////////////////////

bool GodotDampedSpringJoint2D::setup(real_t p_step) {}

bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) {}

void GodotDampedSpringJoint2D::solve(real_t p_step) {}

void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {}

real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const {}

GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) :{}