//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
///
/// Base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (e.g. a door
/// hinge). One of the bodies in the joint must always be movable (i.e. non-kinematic).
///
public abstract class Joint : Component
{
internal NativeJoint native;
[SerializeField]
internal SerializableData serializableData = new SerializableData();
///
/// Triggered when the joint's break force or torque is exceeded.
///
public event Action OnJointBreak;
///
/// Maximum force the joint can apply before breaking. Broken joints no longer participate in physics simulation.
///
public float BreakForce
{
get { return serializableData.breakForce; }
set
{
if (serializableData.breakForce == value)
return;
serializableData.breakForce = value;
if (native != null)
native.BreakForce = value;
}
}
///
/// Sets the maximum force the joint can apply before breaking. Broken joints no longer participate in physics
/// simulation.
///
public float BreakTorque
{
get { return serializableData.breakTorque; }
set
{
if (serializableData.breakTorque == value)
return;
serializableData.breakTorque = value;
if (native != null)
native.BreakTorque = value;
}
}
///
/// Determines whether collisions between the two bodies managed by the joint are enabled.
///
public bool EnableCollision
{
get { return serializableData.enableCollision; }
set
{
if (serializableData.enableCollision == value)
return;
serializableData.enableCollision = value;
if (native != null)
native.EnableCollision = value;
}
}
///
/// Returns one of the bodies managed by the joint.
///
/// Which of the rigidbodies to return.
/// Rigidbody managed by the joint, or null if none.
public Rigidbody GetRigidbody(JointBody body)
{
return serializableData.bodies[(int) body];
}
///
/// Sets a body managed by the joint. One of the bodies must be movable (i.e. non-kinematic).
///
/// Which of the rigidbodies to set.
/// Rigidbody to managed by the joint, or null. If one of the bodies is null the other
/// one will be anchored globally to the position/rotation set by
/// and .
public void SetRigidbody(JointBody body, Rigidbody rigidbody)
{
if (serializableData.bodies[(int)body] == rigidbody)
return;
if (serializableData.bodies[(int)body] != null)
serializableData.bodies[(int)body].SetJoint(null);
serializableData.bodies[(int)body] = rigidbody;
if (rigidbody != null)
serializableData.bodies[(int)body].SetJoint(this);
if (native != null)
{
native.SetRigidbody(body, rigidbody);
UpdateTransform(body);
}
}
///
/// Returns the position at which the body is anchored to the joint.
///
/// Which body to retrieve position for.
/// Position relative to the body.
public Vector3 GetPosition(JointBody body)
{
return serializableData.positions[(int)body];
}
///
/// Sets the position at which the body is anchored to the joint.
///
/// Which body set the position for.
/// Position relative to the body.
public void SetPosition(JointBody body, Vector3 position)
{
if (serializableData.positions[(int)body] == position)
return;
serializableData.positions[(int) body] = position;
if (native != null)
UpdateTransform(body);
}
///
/// Returns the rotation at which the body is anchored to the joint.
///
/// Which body to retrieve rotation for.
/// Rotation relative to the body.
public Quaternion GetRotation(JointBody body)
{
return serializableData.rotations[(int)body];
}
///
/// Sets the rotation at which the body is anchored to the joint.
///
/// Which body set the rotation for.
/// Rotation relative to the body.
public void SetRotation(JointBody body, Quaternion rotation)
{
if (serializableData.rotations[(int)body] == rotation)
return;
serializableData.rotations[(int)body] = rotation;
if (native != null)
UpdateTransform(body);
}
///
/// Triggered when the joint breaks.
///
internal void DoOnJointBreak()
{
if (OnJointBreak != null)
OnJointBreak();
}
///
/// Notifies the joint that one of the attached rigidbodies moved and that its transform needs updating.
///
/// Rigidbody that moved.
internal void NotifyRigidbodyMoved(Rigidbody body)
{
// If physics update is in progress do nothing, as its the joint itself that's probably moving the body
if (Physics.IsUpdateInProgress)
return;
if (serializableData.bodies[0] == body)
UpdateTransform(JointBody.A);
else if (serializableData.bodies[1] == body)
UpdateTransform(JointBody.B);
}
///
/// Creates the internal representation of the Joint for use by the component.
///
/// New native joint object.
internal abstract NativeJoint CreateNative();
private void OnInitialize()
{
NotifyFlags = TransformChangedFlags.Transform | TransformChangedFlags.Parent;
}
private void OnReset()
{
RestoreNative();
}
private void OnEnable()
{
if (native == null)
RestoreNative();
}
private void OnDisable()
{
DestroyNative();
}
private void OnDestroy()
{
if (serializableData.bodies[0] != null)
serializableData.bodies[0].SetJoint(null);
if (serializableData.bodies[1] != null)
serializableData.bodies[1].SetJoint(null);
DestroyNative();
}
private void OnTransformChanged(TransformChangedFlags flags)
{
if (!SceneObject.Active)
return;
// We're ignoring this during physics update because it would cause problems if the joint itself was moved by physics
// Note: This isn't particularily correct because if the joint is being moved by physics but the rigidbodies
// themselves are not parented to the joint, the transform will need updating. However I'm leaving it up to the
// user to ensure rigidbodies are always parented to the joint in such a case (It's an unlikely situation that
// I can't think of an use for - joint transform will almost always be set as an initialization step and not a
// physics response).
if (Physics.IsUpdateInProgress)
return;
UpdateTransform(JointBody.A);
UpdateTransform(JointBody.B);
}
///
/// Creates the internal representation of the Joint and restores the values saved by the Component.
///
private void RestoreNative()
{
native = CreateNative();
// Note: Merge into one call to avoid many virtual function calls
Rigidbody[] bodies = new Rigidbody[2];
if (serializableData.bodies[0] != null)
bodies[0] = serializableData.bodies[0];
else
bodies[0] = null;
if (serializableData.bodies[1] != null)
bodies[1] = serializableData.bodies[1];
else
bodies[1] = null;
native.SetRigidbody(JointBody.A, bodies[0]);
native.SetRigidbody(JointBody.B, bodies[1]);
native.BreakForce = serializableData.breakForce;
native.BreakTorque = serializableData.breakTorque;
native.EnableCollision = serializableData.enableCollision;
native.BreakTorque = serializableData.breakTorque;
native.EnableCollision = serializableData.enableCollision;
UpdateTransform(JointBody.A);
UpdateTransform(JointBody.B);
}
///
/// Destroys the internal joint representation.
///
private void DestroyNative()
{
if (native != null)
{
native.Destroy();
native = null;
}
}
///
/// Updates the local transform for the specified body attached to the joint.
///
/// Body to update.
private void UpdateTransform(JointBody body)
{
Vector3 localPos;
Quaternion localRot;
localPos = serializableData.positions[(int)body];
localRot = serializableData.rotations[(int)body];
// Transform to world space of the related body
Rigidbody rigidbody = serializableData.bodies[(int)body];
if (rigidbody != null)
{
localRot = rigidbody.SceneObject.Rotation * localRot;
localPos = localRot.Rotate(localPos) + rigidbody.SceneObject.Position;
}
// Transform to space local to the joint
Quaternion invRotation = SceneObject.Rotation.Inverse;
localPos = invRotation.Rotate(localPos - SceneObject.Position);
localRot = invRotation * localRot;
native.SetPosition(body, localPos);
native.SetRotation(body, localRot);
}
///
/// Holds all data the joint component needs to persist through serialization.
///
[SerializeObject]
internal class SerializableData
{
public Rigidbody[] bodies = new Rigidbody[2];
public Vector3[] positions = new Vector3[2];
public Quaternion[] rotations = new Quaternion[2];
public float breakForce = float.MaxValue;
public float breakTorque = float.MaxValue;
public bool enableCollision = false;
}
}
///
/// Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restition when
/// the limit is reached) the spring will pull the body back towards the limit using the specified parameters.
///
[StructLayout(LayoutKind.Sequential), SerializeObject]
public struct Spring // Note: Must match C++ struct Spring
{
///
/// Constructs a spring.
///
/// Spring strength.Force proportional to the position error.
/// Damping strength. Force propertional to the velocity error.
public Spring(float stiffness, float damping)
{
this.stiffness = stiffness;
this.damping = damping;
}
///
/// Spring strength. Force proportional to the position error.
///
public float stiffness;
///
/// Damping strength. Force propertional to the velocity error.
///
public float damping;
}
///
/// Specifies first or second body referenced by a Joint.
///
public enum JointBody
{
A, B
};
///
/// Specifies axes that the D6 joint can constrain motion on.
///
public enum D6JointAxis
{
///
/// Movement on the X axis.
///
X,
///
/// Movement on the Y axis.
///
Y,
///
/// Movement on the Z axis.
///
Z,
///
/// Rotation around the X axis.
///
Twist,
///
/// Rotation around the Y axis.
///
SwingY,
///
/// Rotation around the Z axis.
///
SwingZ,
Count
}
///
/// Specifies type of constraint placed on a specific axis of a D6 joint.
///
public enum D6JointMotion
{
///
/// Axis is immovable.
///
Locked,
///
/// Axis will be constrained by the specified limits.
///
Limited,
///
/// Axis will not be constrained.
///
Free,
Count
}
///
/// Type of drives that can be used for moving or rotating bodies attached to the D6 joint.
///
public enum DriveType
{
///
/// Linear movement on the X axis using the linear drive model.
///
X,
///
/// Linear movement on the Y axis using the linear drive model.
///
Y,
///
/// Linear movement on the Z axis using the linear drive model.
///
Z,
///
/// Rotation around the Y axis using the twist/swing angular drive model. Should not be used together with
/// SLERP mode.
///
Swing,
///
/// Rotation around the Z axis using the twist/swing angular drive model. Should not be used together with
/// SLERP mode.
///
Twist,
///
/// Rotation using spherical linear interpolation. Uses the SLERP angular drive mode which performs rotation
/// by interpolating the quaternion values directly over the shortest path (applies to all three axes, which
/// they all must be unlocked).
///
SLERP,
Count
}
///
/// Specifies parameters for a drive that will attempt to move the D6 joint bodies to the specified drive position and
/// velocity.
///
public class D6JointDrive
{
///
/// Spring strength. Force proportional to the position error.
///
public float stiffness = 0.0f;
///
/// Damping strength. Force propertional to the velocity error.
///
public float damping = 0.0f;
///
/// Maximum force the drive can apply.
///
public float forceLimit = float.MaxValue;
///
/// If true the drive will generate acceleration instead of forces. Acceleration drives are easier to tune as
/// they account for the masses of the actors to which the joint is attached.
///
public bool acceleration = false;
///
/// Used for accessing drive data from native code.
///
/// Native readable drive structure.
private void Internal_GetNative(ref ScriptD6JointDrive output)
{
output.stiffness = stiffness;
output.damping = damping;
output.forceLimit = forceLimit;
output.acceleration = acceleration;
}
}
///
/// Properties of a drive that drives the hinge joint's angular velocity towards a paricular value.
///
public class HingeJointDrive
{
///
/// Target speed of the joint.
///
public float speed = 0.0f;
///
/// Maximum torque the drive is allowed to apply.
///
public float forceLimit = float.MaxValue;
///
/// Scales the velocity of the first body, and its response to drive torque is scaled down.
///
public float gearRatio = 1.0f;
///
/// If the joint is moving faster than the drive's target speed, the drive will try to break. If you don't want
/// the breaking to happen set this to true.
///
public bool freeSpin = false;
///
/// Used for accessing drive data from native code.
///
/// Native readable drive structure.
private void Internal_GetNative(ref ScriptHingeJointDrive output)
{
output.speed = speed;
output.forceLimit = forceLimit;
output.gearRatio = gearRatio;
output.freeSpin = freeSpin;
}
};
///
/// Contains common values used by all Joint limit types.
///
[SerializeObject]
public class LimitCommon
{
public LimitCommon(float contactDist = -1.0f)
{
this.contactDist = contactDist;
this.restitution = 0.0f;
this.spring = new Spring();
}
public LimitCommon(Spring spring, float restitution = 0.0f)
{
this.contactDist = -1.0f;
this.restitution = restitution;
this.spring = spring;
}
///
/// Distance from the limit at which it becomes active. Allows the solver to activate earlier than the limit is
/// reached to avoid breaking the limit.
///
public float contactDist;
///
/// Controls how do objects react when the limit is reached, values closer to zero specify non-ellastic collision,
/// while those closer to one specify more ellastic(i.e bouncy) collision.Must be in [0, 1] range.
///
public float restitution;
///
/// Spring that controls how are the bodies pulled back towards the limit when they breach it.
///
public Spring spring;
}
///
/// Represents a joint limit between two distance values. Lower value must be less than the upper value.
///
[SerializeObject]
public class LimitLinearRange : LimitCommon
{
///
/// Constructs an empty limit.
///
public LimitLinearRange()
{ }
///
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
///
/// Lower distance of the limit.Must be less than .
/// Upper distance of the limit.Must be more than .
/// Distance from the limit at which it becomes active.Allows the solver to activate
/// earlier than the limit is reached to avoid breaking the limit.Specify -1 for the
/// default.
public LimitLinearRange(float lower, float upper, float contactDist = -1.0f)
:base(contactDist)
{
this.lower = lower;
this.upper = upper;
}
///
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution
/// parameter and will be pulled back towards the limit by the provided spring.
///
/// Lower distance of the limit. Must be less than .
/// Upper distance of the limit. Must be more than .
/// Spring that controls how are the bodies pulled back towards the limit when they breach it.
///
/// Controls how do objects react when the limit is reached, values closer to zero specify
/// non-ellastic collision, while those closer to one specify more ellastic(i.e bouncy)
/// collision.Must be in [0, 1] range.
public LimitLinearRange(float lower, float upper, Spring spring, float restitution = 0.0f)
:base(spring, restitution)
{
this.lower = lower;
this.upper = upper;
}
///
/// Lower distance of the limit. Must be less than #upper.
///
public float lower;
///
/// Upper distance of the limit. Must be more than #lower.
///
public float upper;
///
/// Used for accessing limit data from native code.
///
/// Native readable limit structure.
private void Internal_GetNative(ref ScriptLimitLinearRange output)
{
output.contactDist = contactDist;
output.resitution = restitution;
output.spring = spring;
output.lower = lower;
output.upper = upper;
}
}
///
/// Represents a joint limit between zero a single distance value.
///
[SerializeObject]
public class LimitLinear : LimitCommon
{
///
/// Constructs an empty limit.
///
public LimitLinear()
{ }
///
/// Constructs a hard limit.Once the limit is reached the movement of the attached bodies will come to a stop.
///
/// Distance at which the limit becomes active.
/// Distance from the limit at which it becomes active. Allows the solver to activate
/// earlier than the limit is reached to avoid breaking the limit.Specify -1 for the
/// default.
public LimitLinear(float extent, float contactDist = -1.0f)
:base(contactDist)
{
this.extent = extent;
}
///
/// Constructs a soft limit.Once the limit is reached the bodies will bounce back according to the resitution
/// parameter and will be pulled back towards the limit by the provided spring.
///
/// Distance at which the limit becomes active.
/// Spring that controls how are the bodies pulled back towards the limit when they breach it.
///
/// Controls how do objects react when the limit is reached, values closer to zero specify
/// non-ellastic collision, while those closer to one specify more ellastic(i.e bouncy)
/// collision.Must be in [0, 1] range.
public LimitLinear(float extent, Spring spring, float restitution = 0.0f)
:base(spring, restitution)
{
this.extent = extent;
}
///
/// Distance at which the limit becomes active.
///
public float extent = 0.0f;
///
/// Used for accessing limit data from native code.
///
/// Native readable limit structure.
private void Internal_GetNative(ref ScriptLimitLinear output)
{
output.contactDist = contactDist;
output.resitution = restitution;
output.spring = spring;
output.extent = extent;
}
}
///
/// Represents a joint limit between two angles.
///
[SerializeObject]
public class LimitAngularRange : LimitCommon
{
///
/// Constructs an empty limit.
///
public LimitAngularRange()
{ }
///
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
///
/// Lower angle of the limit. Must be less than .
/// Upper angle of the limit. Must be more than .
/// Distance from the limit at which it becomes active. Allows the solver to activate
/// earlier than the limit is reached to avoid breaking the limit.Specify -1 for the
/// default.
public LimitAngularRange(Radian lower, Radian upper, float contactDist = -1.0f)
: base(contactDist)
{
this.lower = lower;
this.upper = upper;
}
///
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution
/// parameter and will be pulled back towards the limit by the provided spring.
///
/// Lower angle of the limit. Must be less than .
/// Upper angle of the limit. Must be more than .
/// Spring that controls how are the bodies pulled back towards the limit when they breach it.
///
/// Controls how do objects react when the limit is reached, values closer to zero specify
/// non-ellastic collision, while those closer to one specify more ellastic(i.e bouncy)
/// collision.Must be in [0, 1] range.
public LimitAngularRange(Radian lower, Radian upper, Spring spring, float restitution = 0.0f)
: base(spring, restitution)
{
this.lower = lower;
this.upper = upper;
}
///
/// Lower angle of the limit. Must be less than #upper.
///
public Radian lower = new Radian(0.0f);
///
/// Upper angle of the limit. Must be less than #lower.
///
public Radian upper = new Radian(0.0f);
///
/// Used for accessing limit data from native code.
///
/// Native readable limit structure.
private void Internal_GetNative(ref ScriptLimitAngularRange output)
{
output.contactDist = contactDist;
output.resitution = restitution;
output.spring = spring;
output.lower = lower;
output.upper = upper;
}
}
///
/// Represents a joint limit that contraints movement to within an elliptical cone.
///
[SerializeObject]
public class LimitConeRange : LimitCommon
{
///
/// Constructs a limit with a 45 degree cone.
///
public LimitConeRange()
{ }
///
/// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
///
/// Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
///
/// Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
///
/// Distance from the limit at which it becomes active. Allows the solver to activate
/// earlier than the limit is reached to avoid breaking the limit.Specify -1 for the
/// default.
public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, float contactDist = -1.0f)
: base(contactDist)
{
this.yLimitAngle = yLimitAngle;
this.zLimitAngle = zLimitAngle;
}
///
/// Constructs a soft limit. Once the limit is reached the bodies will bounce back according to the resitution
/// parameter and will be pulled back towards the limit by the provided spring.
///
/// Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
///
/// Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
///
/// Spring that controls how are the bodies pulled back towards the limit when they breach it.
///
/// Controls how do objects react when the limit is reached, values closer to zero specify
/// non-ellastic collision, while those closer to one specify more ellastic(i.e bouncy)
/// collision.Must be in [0, 1] range.
public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, Spring spring, float restitution = 0.0f)
: base(spring, restitution)
{
this.yLimitAngle = yLimitAngle;
this.zLimitAngle = zLimitAngle;
}
///
/// Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
///
public Radian yLimitAngle = new Radian(MathEx.Pi * 0.5f);
///
/// Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
///
public Radian zLimitAngle = new Radian(MathEx.Pi * 0.5f);
///
/// Used for accessing limit data from native code.
///
/// Native readable limit structure.
private void Internal_GetNative(ref ScriptLimitConeRange output)
{
output.contactDist = contactDist;
output.resitution = restitution;
output.spring = spring;
output.yLimitAngle = yLimitAngle;
output.zLimitAngle = zLimitAngle;
}
}
///
/// Used for passing HingeJointDrive data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptHingeJointDrive // Note: Must match C++ struct HingeJoint::Drive
{
public float speed;
public float forceLimit;
public float gearRatio;
public bool freeSpin;
}
///
/// Used for passing D6JointDrive data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptD6JointDrive // Note: Must match C++ struct D6Joint::Drive
{
public float stiffness;
public float damping;
public float forceLimit;
public bool acceleration;
}
///
/// Used for passing LimitLinearRange data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptLimitLinearRange // Note: Must match C++ struct LimitLinearRange
{
public float contactDist;
public float resitution;
public Spring spring;
public float lower;
public float upper;
}
///
/// Used for passing LimitLinear data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptLimitLinear // Note: Must match C++ struct LimitLinear
{
public float contactDist;
public float resitution;
public Spring spring;
public float extent;
}
///
/// Used for passing LimitAngularRange data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptLimitAngularRange // Note: Must match C++ struct LimitAngularRange
{
public float contactDist;
public float resitution;
public Spring spring;
public Radian lower;
public Radian upper;
}
///
/// Used for passing LimitConeRange data between native and managed code.
///
[StructLayout(LayoutKind.Sequential)]
internal struct ScriptLimitConeRange // Note: Must match C++ struct LimitConeRange
{
public float contactDist;
public float resitution;
public Spring spring;
public Radian yLimitAngle;
public Radian zLimitAngle;
}
}