//********************************** 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;
}
}
}