// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../IO/Log.h" #include "../Scene/Node.h" #include "../Scene/Scene.h" #include "../Atomic2D/Constraint2D.h" #include "../Atomic2D/PhysicsUtils2D.h" #include "../Atomic2D/RigidBody2D.h" #include "../Atomic2D/PhysicsWorld2D.h" #include "../DebugNew.h" namespace Atomic { extern const char* ATOMIC2D_CATEGORY; Constraint2D::Constraint2D(Context* context) : Component(context), joint_(0), collideConnected_(false), otherBodyNodeIDDirty_(false) { } Constraint2D::~Constraint2D() { ReleaseJoint(); } void Constraint2D::RegisterObject(Context* context) { ATOMIC_ACCESSOR_ATTRIBUTE("Collide Connected", GetCollideConnected, SetCollideConnected, bool, false, AM_DEFAULT); ATOMIC_ATTRIBUTE("Other Body NodeID", unsigned, otherBodyNodeID_, 0, AM_DEFAULT | AM_NODEID); } void Constraint2D::OnSetAttribute(const AttributeInfo& attr, const Variant& src) { Serializable::OnSetAttribute(attr, src); if (!attr.accessor_ && attr.offset_ == offsetof(Constraint2D, otherBodyNodeID_)) otherBodyNodeIDDirty_ = true; } void Constraint2D::ApplyAttributes() { // If other body node ID dirty, try to find it now and apply if (otherBodyNodeIDDirty_) { Scene* scene = GetScene(); if (scene) { Node* otherNode = scene->GetNode(otherBodyNodeID_); if (otherNode) SetOtherBody(otherNode->GetComponent()); } otherBodyNodeIDDirty_ = false; } } void Constraint2D::OnSetEnabled() { if (IsEnabledEffective()) CreateJoint(); else ReleaseJoint(); } void Constraint2D::CreateJoint() { if (joint_) return; b2JointDef* jointDef = GetJointDef(); if (jointDef) { joint_ = physicsWorld_->GetWorld()->CreateJoint(jointDef); joint_->SetUserData(this); if (ownerBody_) ownerBody_->AddConstraint2D(this); if (otherBody_) otherBody_->AddConstraint2D(this); } } void Constraint2D::ReleaseJoint() { if (!joint_) return; if (ownerBody_) ownerBody_->RemoveConstraint2D(this); if (otherBody_) otherBody_->RemoveConstraint2D(this); if (physicsWorld_) physicsWorld_->GetWorld()->DestroyJoint(joint_); joint_ = 0; } void Constraint2D::SetOtherBody(RigidBody2D* body) { if (body == otherBody_) return; otherBody_ = body; Node* otherNode = body ? body->GetNode() : (Node*)0; otherBodyNodeID_ = otherNode ? otherNode->GetID() : 0; RecreateJoint(); MarkNetworkUpdate(); } void Constraint2D::SetCollideConnected(bool collideConnected) { if (collideConnected == collideConnected_) return; collideConnected_ = collideConnected; RecreateJoint(); MarkNetworkUpdate(); } void Constraint2D::SetAttachedConstraint(Constraint2D* constraint) { attachedConstraint_ = constraint; } void Constraint2D::OnNodeSet(Node* node) { Component::OnNodeSet(node); if (node) { ownerBody_ = node->GetComponent(); if (!ownerBody_) { ATOMIC_LOGERROR("No right body component in node, can not create constraint"); return; } } } void Constraint2D::OnSceneSet(Scene* scene) { if (scene) { physicsWorld_ = scene->GetDerivedComponent(); if (!physicsWorld_) physicsWorld_ = scene->CreateComponent(); } } void Constraint2D::InitializeJointDef(b2JointDef* jointDef) { jointDef->bodyA = ownerBody_->GetBody(); jointDef->bodyB = otherBody_->GetBody(); jointDef->collideConnected = collideConnected_; } void Constraint2D::RecreateJoint() { if (attachedConstraint_) attachedConstraint_->ReleaseJoint(); ReleaseJoint(); CreateJoint(); if (attachedConstraint_) attachedConstraint_->CreateJoint(); } }