//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; namespace BansheeEngine { /// /// A spherical joint removes all translational degrees of freedom but allows all rotational degrees of freedom. /// Essentially this ensures that the anchor points of the two bodies are always coincident. Bodies are allowed to /// rotate around the anchor points, and their rotatation can be limited by an elliptical cone. /// public sealed class SphericalJoint : Joint { [SerializeField] private LimitConeRange limit = new LimitConeRange(); [SerializeField] private bool enableLimit; /// /// Determines the limit that clamps the rotation of the joint inside an eliptical angular cone. You must enable /// for this to be enforced. /// public LimitConeRange Limit { get { return limit; } set { if (limit == value) return; limit = value; if (Native != null) Native.Limit = value; } } /// /// Enables or disables the limit that clamps the rotation of the joint. /// public bool EnableLimit { get { return enableLimit; } set { if (enableLimit == value) return; enableLimit = value; if (Native != null) Native.EnableLimit = value; } } /// /// Returns the native joint wrapped by this component. /// private NativeSphericalJoint Native { get { return (NativeSphericalJoint)native; } } /// internal override NativeJoint CreateNative() { NativeSphericalJoint joint = new NativeSphericalJoint(); // TODO - Apply this all at once to avoid all the individual interop function calls joint.Limit = limit; joint.EnableLimit = enableLimit; return joint; } } }