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- //
- // 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.
- //
- #pragma once
- #include "../Math/Vector3.h"
- #include "../Scene/Component.h"
- class btTypedConstraint;
- namespace Atomic
- {
- /// Supported constraint types.
- enum ConstraintType
- {
- CONSTRAINT_POINT = 0,
- CONSTRAINT_HINGE,
- CONSTRAINT_SLIDER,
- CONSTRAINT_CONETWIST
- };
- class PhysicsWorld;
- class RigidBody;
- /// Physics constraint component. Connects two rigid bodies together, or one rigid body to a static point.
- class ATOMIC_API Constraint : public Component
- {
- ATOMIC_OBJECT(Constraint, Component);
- friend class RigidBody;
- public:
- /// Construct.
- Constraint(Context* context);
- /// Destruct.
- ~Constraint();
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Handle attribute write access.
- virtual void OnSetAttribute(const AttributeInfo& attr, const Variant& src);
- /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
- virtual void ApplyAttributes();
- /// Handle enabled/disabled state change.
- virtual void OnSetEnabled();
- /// Return the depended on nodes to order network updates.
- virtual void GetDependencyNodes(PODVector<Node*>& dest);
- /// Visualize the component as debug geometry.
- virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
- /// Set constraint type and recreate the constraint.
- void SetConstraintType(ConstraintType type);
- /// Set other body to connect to. Set to null to connect to the static world.
- void SetOtherBody(RigidBody* body);
- /// Set constraint position relative to own body.
- void SetPosition(const Vector3& position);
- /// Set constraint rotation relative to own body.
- void SetRotation(const Quaternion& rotation);
- /// Set constraint rotation relative to own body by specifying the axis.
- void SetAxis(const Vector3& axis);
- /// Set constraint position relative to the other body. If connected to the static world, is a world space position.
- void SetOtherPosition(const Vector3& position);
- /// Set constraint rotation relative to the other body. If connected to the static world, is a world space rotation.
- void SetOtherRotation(const Quaternion& rotation);
- /// Set constraint rotation relative to the other body by specifying the axis.
- void SetOtherAxis(const Vector3& axis);
- /// Set constraint world space position. Resets both own and other body relative position, ie. zeroes the constraint error.
- void SetWorldPosition(const Vector3& position);
- /// Set high limit. Interpretation is constraint type specific.
- void SetHighLimit(const Vector2& limit);
- /// Set low limit. Interpretation is constraint type specific.
- void SetLowLimit(const Vector2& limit);
- /// Set constraint error reduction parameter. Zero = leave to default.
- void SetERP(float erp);
- /// Set constraint force mixing parameter. Zero = leave to default.
- void SetCFM(float cfm);
- /// Set whether to disable collisions between connected bodies.
- void SetDisableCollision(bool disable);
- /// Return physics world.
- PhysicsWorld* GetPhysicsWorld() const { return physicsWorld_; }
- /// Return Bullet constraint.
- btTypedConstraint* GetConstraint() const { return constraint_.Get(); }
- /// Return constraint type.
- ConstraintType GetConstraintType() const { return constraintType_; }
- /// Return rigid body in own scene node.
- RigidBody* GetOwnBody() const { return ownBody_; }
- /// Return the other rigid body. May be null if connected to the static world.
- RigidBody* GetOtherBody() const { return otherBody_; }
- /// Return constraint position relative to own body.
- const Vector3& GetPosition() const { return position_; }
- /// Return constraint rotation relative to own body.
- const Quaternion& GetRotation() const { return rotation_; }
- /// Return constraint position relative to other body.
- const Vector3& GetOtherPosition() const { return otherPosition_; }
- /// Return constraint rotation relative to other body.
- const Quaternion& GetOtherRotation() const { return otherRotation_; }
- /// Return constraint world position, calculated from own body.
- Vector3 GetWorldPosition() const;
- /// Return high limit.
- const Vector2& GetHighLimit() const { return highLimit_; }
- /// Return low limit.
- const Vector2& GetLowLimit() const { return lowLimit_; }
- /// Return constraint error reduction parameter.
- float GetERP() const { return erp_; }
- /// Return constraint force mixing parameter.
- float GetCFM() const { return cfm_; }
- /// Return whether collisions between connected bodies are disabled.
- bool GetDisableCollision() const { return disableCollision_; }
- /// Release the constraint.
- void ReleaseConstraint();
- /// Apply constraint frames.
- void ApplyFrames();
- protected:
- /// Handle node being assigned.
- virtual void OnNodeSet(Node* node);
- /// Handle scene being assigned.
- virtual void OnSceneSet(Scene* scene);
- /// Handle node transform being dirtied.
- virtual void OnMarkedDirty(Node* node);
- private:
- /// Create the constraint.
- void CreateConstraint();
- /// Apply high and low constraint limits.
- void ApplyLimits();
- /// Physics world.
- WeakPtr<PhysicsWorld> physicsWorld_;
- /// Own rigid body.
- WeakPtr<RigidBody> ownBody_;
- /// Other rigid body.
- WeakPtr<RigidBody> otherBody_;
- /// Bullet constraint.
- UniquePtr<btTypedConstraint> constraint_;
- /// Constraint type.
- ConstraintType constraintType_;
- /// Constraint position.
- Vector3 position_;
- /// Constraint rotation.
- Quaternion rotation_;
- /// Constraint other body position.
- Vector3 otherPosition_;
- /// Constraint other body axis.
- Quaternion otherRotation_;
- /// Cached world scale for determining if the constraint position needs update.
- Vector3 cachedWorldScale_;
- /// High limit.
- Vector2 highLimit_;
- /// Low limit.
- Vector2 lowLimit_;
- /// Error reduction parameter.
- float erp_;
- /// Constraint force mixing parameter.
- float cfm_;
- /// Other body node ID for pending constraint recreation.
- unsigned otherBodyNodeID_;
- /// Disable collision between connected bodies flag.
- bool disableCollision_;
- /// Recreate constraint flag.
- bool recreateConstraint_;
- /// Coordinate frames dirty flag.
- bool framesDirty_;
- /// Constraint creation retry flag if attributes initially set without scene.
- bool retryCreation_;
- };
- }
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