ConstraintMouse2D.cpp 3.8 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Atomic2D/ConstraintMouse2D.h"
  25. #include "../Atomic2D/PhysicsUtils2D.h"
  26. #include "../Atomic2D/RigidBody2D.h"
  27. #include "../DebugNew.h"
  28. namespace Atomic
  29. {
  30. extern const char* ATOMIC2D_CATEGORY;
  31. ConstraintMouse2D::ConstraintMouse2D(Context* context) :
  32. Constraint2D(context),
  33. target_(Vector2::ZERO)
  34. {
  35. }
  36. ConstraintMouse2D::~ConstraintMouse2D()
  37. {
  38. }
  39. void ConstraintMouse2D::RegisterObject(Context* context)
  40. {
  41. context->RegisterFactory<ConstraintMouse2D>(ATOMIC2D_CATEGORY);
  42. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  43. ATOMIC_ACCESSOR_ATTRIBUTE("Target", GetTarget, SetTarget, Vector2, Vector2::ZERO, AM_DEFAULT);
  44. ATOMIC_ACCESSOR_ATTRIBUTE("Max Force", GetMaxForce, SetMaxForce, float, 0.0f, AM_DEFAULT);
  45. ATOMIC_ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 5.0f, AM_DEFAULT);
  46. ATOMIC_ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.7f, AM_DEFAULT);
  47. ATOMIC_COPY_BASE_ATTRIBUTES(Constraint2D);
  48. }
  49. void ConstraintMouse2D::SetTarget(const Vector2& target)
  50. {
  51. if (target == target_)
  52. return;
  53. target_ = target;
  54. if (joint_)
  55. static_cast<b2MouseJoint*>(joint_)->SetTarget(ToB2Vec2(target));
  56. else
  57. RecreateJoint();
  58. MarkNetworkUpdate();
  59. }
  60. void ConstraintMouse2D::SetMaxForce(float maxForce)
  61. {
  62. if (maxForce == jointDef_.maxForce)
  63. return;
  64. jointDef_.maxForce = maxForce;
  65. if (joint_)
  66. static_cast<b2MouseJoint*>(joint_)->SetMaxForce(maxForce);
  67. else
  68. RecreateJoint();
  69. MarkNetworkUpdate();
  70. }
  71. void ConstraintMouse2D::SetFrequencyHz(float frequencyHz)
  72. {
  73. if (frequencyHz == jointDef_.frequencyHz)
  74. return;
  75. jointDef_.frequencyHz = frequencyHz;
  76. if (joint_)
  77. static_cast<b2MouseJoint*>(joint_)->SetFrequency(frequencyHz);
  78. else
  79. RecreateJoint();
  80. MarkNetworkUpdate();
  81. }
  82. void ConstraintMouse2D::SetDampingRatio(float dampingRatio)
  83. {
  84. if (dampingRatio == jointDef_.dampingRatio)
  85. return;
  86. jointDef_.dampingRatio = dampingRatio;
  87. if (joint_)
  88. static_cast<b2MouseJoint*>(joint_)->SetDampingRatio(dampingRatio);
  89. else
  90. RecreateJoint();
  91. MarkNetworkUpdate();
  92. }
  93. b2JointDef* ConstraintMouse2D::GetJointDef()
  94. {
  95. if (!ownerBody_ || !otherBody_)
  96. return 0;
  97. b2Body* bodyA = otherBody_->GetBody();
  98. b2Body* bodyB = ownerBody_->GetBody();
  99. if (!bodyA || !bodyB)
  100. return 0;
  101. jointDef_.bodyA = bodyA;
  102. jointDef_.bodyB = bodyB;
  103. jointDef_.collideConnected = collideConnected_;
  104. jointDef_.target = ToB2Vec2(target_);
  105. return &jointDef_;
  106. }
  107. }