//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
namespace BansheeEngine
{
/** @addtogroup Physics
* @{
*/
///
/// Joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
///
public sealed class SliderJoint : Joint
{
[SerializeField]
private SerializableData data = new SerializableData();
///
/// Determines the limit that constrains the movement of the joint to a specific minimum and maximum distance. You
/// must enable for this to be enforced.
///
public LimitLinearRange Limit
{
get { return data.@internal.limit; }
set
{
if (data.@internal.limit == value)
return;
data.@internal.limit = value;
if (Native != null)
Native.Limit = value;
}
}
///
/// Enables or disables the limit that clamps the movement of the joint.
///
public bool EnableLimit
{
get { return data.@internal.enableLimit; }
set
{
if (data.@internal.enableLimit == value)
return;
data.@internal.enableLimit = value;
if (Native != null)
Native.EnableLimit = value;
}
}
///
/// Returns the native joint wrapped by this component.
///
private NativeSliderJoint Native
{
get { return (NativeSliderJoint)native; }
}
///
internal override NativeJoint CreateNative()
{
NativeSliderJoint joint = new NativeSliderJoint(commonData.@internal, data.@internal);
return joint;
}
///
protected override void GetLocalTransform(JointBody body, out Vector3 position, out Quaternion rotation)
{
position = commonData.positions[(int)body];
rotation = commonData.rotations[(int)body];
Rigidbody rigidbody = commonData.bodies[(int)body];
if (rigidbody == null) // Get world space transform if not relative to any body
{
Quaternion worldRot = SceneObject.Rotation;
rotation = worldRot * rotation;
position = worldRot.Rotate(position) + SceneObject.Position;
}
else
{
// Use only the offset for positioning, but for rotation use both the offset and target SO rotation.
// (Needed because we need to rotate the joint SO in order to orient the slider direction, so we need an
// additional transform that allows us to orient the object)
position = rotation.Rotate(position);
rotation = (rigidbody.SceneObject.Rotation*rotation).Inverse*SceneObject.Rotation;
}
}
///
/// Holds all data the joint component needs to persist through serialization.
///
[SerializeObject]
internal new class SerializableData
{
public ScriptSliderJointData @internal;
public SerializableData()
{
@internal.limit = new LimitLinearRange();
@internal.enableLimit = false;
}
}
}
/** @} */
}