//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsPhysXSphericalJoint.h" #include "BsFPhysXJoint.h" #include "BsPhysXRigidbody.h" #include "PxRigidDynamic.h" using namespace physx; namespace bs { PxSphericalJointFlag::Enum toPxFlag(SphericalJointFlag flag) { switch (flag) { default: case SphericalJointFlag::Limit: return PxSphericalJointFlag::eLIMIT_ENABLED; } } PhysXSphericalJoint::PhysXSphericalJoint(PxPhysics* physx, const SPHERICAL_JOINT_DESC& desc) :SphericalJoint(desc) { PxRigidActor* actor0 = nullptr; if (desc.bodies[0].body != nullptr) actor0 = static_cast(desc.bodies[0].body)->_getInternal(); PxRigidActor* actor1 = nullptr; if (desc.bodies[1].body != nullptr) actor1 = static_cast(desc.bodies[1].body)->_getInternal(); PxTransform tfrm0 = toPxTransform(desc.bodies[0].position, desc.bodies[0].rotation); PxTransform tfrm1 = toPxTransform(desc.bodies[1].position, desc.bodies[1].rotation); PxSphericalJoint* joint = PxSphericalJointCreate(*physx, actor0, tfrm0, actor1, tfrm1); joint->userData = this; mInternal = bs_new(joint, desc); PxSphericalJointFlags flags; if (((UINT32)desc.flag & (UINT32)SphericalJointFlag::Limit) != 0) flags |= PxSphericalJointFlag::eLIMIT_ENABLED; joint->setSphericalJointFlags(flags); // Calls to virtual methods are okay here setLimit(desc.limit); } PhysXSphericalJoint::~PhysXSphericalJoint() { bs_delete(mInternal); } LimitConeRange PhysXSphericalJoint::getLimit() const { PxJointLimitCone pxLimit = getInternal()->getLimitCone(); LimitConeRange limit; limit.yLimitAngle = pxLimit.yAngle; limit.zLimitAngle = pxLimit.zAngle; limit.contactDist = pxLimit.contactDistance; limit.restitution = pxLimit.restitution; limit.spring.stiffness = pxLimit.stiffness; limit.spring.damping = pxLimit.damping; return limit; } void PhysXSphericalJoint::setLimit(const LimitConeRange& limit) { PxJointLimitCone pxLimit(limit.yLimitAngle.valueRadians(), limit.zLimitAngle.valueRadians(), limit.contactDist); pxLimit.stiffness = limit.spring.stiffness; pxLimit.damping = limit.spring.damping; pxLimit.restitution = limit.restitution; getInternal()->setLimitCone(pxLimit); } void PhysXSphericalJoint::setFlag(SphericalJointFlag flag, bool enabled) { getInternal()->setSphericalJointFlag(toPxFlag(flag), enabled); } bool PhysXSphericalJoint::hasFlag(SphericalJointFlag flag) const { return getInternal()->getSphericalJointFlags() & toPxFlag(flag); } PxSphericalJoint* PhysXSphericalJoint::getInternal() const { FPhysXJoint* internal = static_cast(mInternal); return static_cast(internal->_getInternal()); } }