BsFPhysXJoint.cpp 3.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsFPhysXJoint.h"
  4. #include "BsPhysXRigidbody.h"
  5. #include "Physics/BsJoint.h"
  6. #include "PxRigidDynamic.h"
  7. using namespace physx;
  8. namespace bs
  9. {
  10. PxJointActorIndex::Enum toJointActor(JointBody body)
  11. {
  12. if (body == JointBody::Target)
  13. return PxJointActorIndex::eACTOR0;
  14. return PxJointActorIndex::eACTOR1;
  15. }
  16. FPhysXJoint::FPhysXJoint(physx::PxJoint* joint, const JOINT_DESC& desc)
  17. :FJoint(desc), mJoint(joint)
  18. {
  19. mJoint->setBreakForce(desc.breakForce, desc.breakTorque);
  20. mJoint->setConstraintFlag(PxConstraintFlag::eCOLLISION_ENABLED, desc.enableCollision);
  21. }
  22. FPhysXJoint::~FPhysXJoint()
  23. {
  24. mJoint->userData = nullptr;
  25. mJoint->release();
  26. }
  27. Rigidbody* FPhysXJoint::getBody(JointBody body) const
  28. {
  29. PxRigidActor* actorA = nullptr;
  30. PxRigidActor* actorB = nullptr;
  31. mJoint->getActors(actorA, actorB);
  32. PxRigidActor* wantedActor = body == JointBody::Target ? actorA : actorB;
  33. if (wantedActor == nullptr)
  34. return nullptr;
  35. return (Rigidbody*)wantedActor->userData;
  36. }
  37. void FPhysXJoint::setBody(JointBody body, Rigidbody* value)
  38. {
  39. PxRigidActor* actorA = nullptr;
  40. PxRigidActor* actorB = nullptr;
  41. mJoint->getActors(actorA, actorB);
  42. PxRigidActor* actor = nullptr;
  43. if (value != nullptr)
  44. actor = static_cast<PhysXRigidbody*>(value)->_getInternal();
  45. if (body == JointBody::Target)
  46. actorA = actor;
  47. else
  48. actorB = actor;
  49. mJoint->setActors(actorA, actorB);
  50. }
  51. Vector3 FPhysXJoint::getPosition(JointBody body) const
  52. {
  53. PxVec3 position = mJoint->getLocalPose(toJointActor(body)).p;
  54. return fromPxVector(position);
  55. }
  56. Quaternion FPhysXJoint::getRotation(JointBody body) const
  57. {
  58. PxQuat rotation = mJoint->getLocalPose(toJointActor(body)).q;
  59. return fromPxQuaternion(rotation);
  60. }
  61. void FPhysXJoint::setTransform(JointBody body, const Vector3& position, const Quaternion& rotation)
  62. {
  63. PxTransform transform = toPxTransform(position, rotation);
  64. mJoint->setLocalPose(toJointActor(body), transform);
  65. }
  66. float FPhysXJoint::getBreakForce() const
  67. {
  68. float force = 0.0f;
  69. float torque = 0.0f;
  70. mJoint->getBreakForce(force, torque);
  71. return force;
  72. }
  73. void FPhysXJoint::setBreakForce(float force)
  74. {
  75. float dummy = 0.0f;
  76. float torque = 0.0f;
  77. mJoint->getBreakForce(dummy, torque);
  78. mJoint->setBreakForce(force, torque);
  79. }
  80. float FPhysXJoint::getBreakTorque() const
  81. {
  82. float force = 0.0f;
  83. float torque = 0.0f;
  84. mJoint->getBreakForce(force, torque);
  85. return torque;
  86. }
  87. void FPhysXJoint::setBreakTorque(float torque)
  88. {
  89. float force = 0.0f;
  90. float dummy = 0.0f;
  91. mJoint->getBreakForce(force, dummy);
  92. mJoint->setBreakForce(force, torque);
  93. }
  94. bool FPhysXJoint::getEnableCollision() const
  95. {
  96. return mJoint->getConstraintFlags() & PxConstraintFlag::eCOLLISION_ENABLED;
  97. }
  98. void FPhysXJoint::setEnableCollision(bool value)
  99. {
  100. mJoint->setConstraintFlag(PxConstraintFlag::eCOLLISION_ENABLED, value);
  101. }
  102. }