ConstraintPulley2D.cpp 3.9 KB

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  1. //
  2. // Copyright (c) 2008-2015 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/ConstraintPulley2D.h"
  25. #include "../Atomic2D/PhysicsUtils2D.h"
  26. #include "../Atomic2D/RigidBody2D.h"
  27. #include "../DebugNew.h"
  28. namespace Atomic
  29. {
  30. ConstraintPulley2D::ConstraintPulley2D(Context* context) :
  31. Constraint2D(context),
  32. ownerBodyGroundAnchor_(-1.0f, 1.0f),
  33. otherBodyGroundAnchor_(1.0f, 1.0f),
  34. ownerBodyAnchor_(-1.0f, 0.0f),
  35. otherBodyAnchor_(1.0f, 0.0f)
  36. {
  37. }
  38. ConstraintPulley2D::~ConstraintPulley2D()
  39. {
  40. }
  41. void ConstraintPulley2D::RegisterObject(Context* context)
  42. {
  43. context->RegisterFactory<ConstraintPulley2D>();
  44. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  45. ACCESSOR_ATTRIBUTE("Owner Body Ground Anchor", GetOwnerBodyGroundAnchor, SetOwnerBodyGroundAnchor, Vector2, Vector2::ZERO,
  46. AM_DEFAULT);
  47. ACCESSOR_ATTRIBUTE("Other Body Ground Anchor", GetOtherBodyGroundAnchor, SetOtherBodyGroundAnchor, Vector2, Vector2::ZERO,
  48. AM_DEFAULT);
  49. ACCESSOR_ATTRIBUTE("Owner Body Anchor", GetOwnerBodyAnchor, SetOwnerBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
  50. ACCESSOR_ATTRIBUTE("Other Body Anchor", GetOtherBodyAnchor, SetOtherBodyAnchor, Vector2, Vector2::ZERO, AM_DEFAULT);
  51. ACCESSOR_ATTRIBUTE("Ratio", GetRatio, SetRatio, float, 0.0f, AM_DEFAULT);
  52. COPY_BASE_ATTRIBUTES(Constraint2D);
  53. }
  54. void ConstraintPulley2D::SetOwnerBodyGroundAnchor(const Vector2& groundAnchor)
  55. {
  56. if (groundAnchor == ownerBodyGroundAnchor_)
  57. return;
  58. ownerBodyGroundAnchor_ = groundAnchor;
  59. RecreateJoint();
  60. MarkNetworkUpdate();
  61. }
  62. void ConstraintPulley2D::SetOtherBodyGroundAnchor(const Vector2& groundAnchor)
  63. {
  64. if (groundAnchor == otherBodyGroundAnchor_)
  65. return;
  66. otherBodyGroundAnchor_ = groundAnchor;
  67. RecreateJoint();
  68. MarkNetworkUpdate();
  69. }
  70. void ConstraintPulley2D::SetOwnerBodyAnchor(const Vector2& anchor)
  71. {
  72. if (anchor == ownerBodyAnchor_)
  73. return;
  74. ownerBodyAnchor_ = anchor;
  75. RecreateJoint();
  76. MarkNetworkUpdate();
  77. }
  78. void ConstraintPulley2D::SetOtherBodyAnchor(const Vector2& anchor)
  79. {
  80. if (anchor == otherBodyAnchor_)
  81. return;
  82. otherBodyAnchor_ = anchor;
  83. RecreateJoint();
  84. MarkNetworkUpdate();
  85. }
  86. void ConstraintPulley2D::SetRatio(float ratio)
  87. {
  88. if (ratio == jointDef_.ratio)
  89. return;
  90. jointDef_.ratio = ratio;
  91. RecreateJoint();
  92. MarkNetworkUpdate();
  93. }
  94. b2JointDef* ConstraintPulley2D::GetJointDef()
  95. {
  96. if (!ownerBody_ || !otherBody_)
  97. return 0;
  98. b2Body* bodyA = ownerBody_->GetBody();
  99. b2Body* bodyB = otherBody_->GetBody();
  100. if (!bodyA || !bodyB)
  101. return 0;
  102. jointDef_.Initialize(bodyA, bodyB, ToB2Vec2(ownerBodyGroundAnchor_), ToB2Vec2(otherBodyGroundAnchor_),
  103. ToB2Vec2(ownerBodyAnchor_), ToB2Vec2(otherBodyAnchor_), jointDef_.ratio);
  104. return &jointDef_;
  105. }
  106. }