//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
namespace BansheeEngine
{
///
/// A joint that maintains an upper or lower (or both) bound on the distance between two bodies.
///
public sealed class DistanceJoint : Joint
{
///
/// Flags to control distance joint behaviour.
///
[Flags]
private enum Flag
{
MinDistanceLimit = 0x01,
MaxDistanceLimit = 0x02,
Spring = 0x04
}
[SerializeField]
private float minDistance = 0.0f;
[SerializeField]
private float maxDistance = 0.0f;
[SerializeField]
private float tolerance = 0.25f;
[SerializeField]
private Spring spring;
[SerializeField]
private Flag flags = 0;
///
/// Returns the current distance between the two joint bodies.
///
public float Distance
{
get
{
if(Native != null)
return Native.Distance;
return 0.0f;
}
}
///
/// Determines the minimum distance the bodies are allowed to be at, they will get no closer. You must enable
/// in order for this to be enforced.
///
public float MinDistance
{
get { return minDistance; }
set
{
if (minDistance == value)
return;
minDistance = value;
if (Native != null)
Native.MinDistance = value;
}
}
///
/// Determines the maximum distance the bodies are allowed to be at, they will get no further. You must enable
/// in order for this to be enforced.
///
public float MaxDistance
{
get { return maxDistance; }
set
{
if (maxDistance == value)
return;
maxDistance = value;
if (Native != null)
Native.MaxDistance = value;
}
}
///
/// Determines the error tolerance of the joint at which the joint becomes active. This value slightly extends the
/// lower and upper limit for precision reasons.
///
public float Tolerance
{
get { return tolerance; }
set
{
if (tolerance == value)
return;
tolerance = value;
if (Native != null)
Native.Tolerance = value;
}
}
///
/// Returns a spring that controls how the joint responds when a limit is reached. You must enable
/// in order for the spring to be applied.
///
public Spring Spring
{
get { return spring; }
set
{
if (spring == value)
return;
spring = value;
if (Native != null)
Native.Spring = value;
}
}
///
/// Enables or disables the limit that causes joint objects to maintain a minimum distance between themselves.
///
public bool EnableMinDistanceLimit
{
get { return (flags & Flag.MinDistanceLimit) != 0; }
set
{
if (!SetFlag(Flag.MinDistanceLimit, value))
return;
if (Native != null)
Native.EnableMinDistanceLimit = value;
}
}
///
/// Enables or disables the limit that causes joint objects to maintain a maximum distance between themselves.
///
public bool EnableMaxDistanceLimit
{
get { return (flags & Flag.MaxDistanceLimit) != 0; }
set
{
if (!SetFlag(Flag.MaxDistanceLimit, value))
return;
if (Native != null)
Native.EnableMinDistanceLimit = value;
}
}
///
/// Enables or disables the spring that controls how the joint reacts when the limit is reached.
///
public bool EnableSpring
{
get { return (flags & Flag.Spring) != 0; }
set
{
if (!SetFlag(Flag.Spring, value))
return;
if (Native != null)
Native.EnableSpring = value;
}
}
///
/// Toggles a specific distance joint flag on or off.
///
/// Flag to toggle.
/// Should the flag be turned on or off.
/// True if the new newly set flag state was different from the previous one.
private bool SetFlag(Flag flag, bool enabled)
{
Flag newFlags = flags;
if (enabled)
newFlags |= flag;
else
newFlags &= ~flag;
if (newFlags == flags)
return false;
flags = newFlags;
return true;
}
///
/// Returns the native joint wrapped by this component.
///
private NativeDistanceJoint Native
{
get { return (NativeDistanceJoint)native; }
}
///
internal override NativeJoint CreateNative()
{
NativeDistanceJoint joint = new NativeDistanceJoint();
// TODO - Apply this all at once to avoid all the individual interop function calls
joint.MinDistance = minDistance;
joint.MaxDistance = maxDistance;
joint.Tolerance = tolerance;
joint.Spring = spring;
joint.EnableMinDistanceLimit = EnableMinDistanceLimit;
joint.EnableMaxDistanceLimit = EnableMaxDistanceLimit;
joint.EnableSpring = EnableSpring;
return joint;
}
}
}