| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599 |
- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- public class Joint : Component
- {
- // TODO
- }
- /// <summary>
- /// 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.
- /// </summary>
- [StructLayout(LayoutKind.Sequential), SerializeObject]
- public struct Spring // Note: Must match C++ struct Spring
- {
- /// <summary>
- /// Constructs a spring.
- /// </summary>
- /// <param name="stiffness">Spring strength.Force proportional to the position error.</param>
- /// <param name="damping">Damping strength. Force propertional to the velocity error.</param>
- public Spring(float stiffness, float damping)
- {
- this.stiffness = stiffness;
- this.damping = damping;
- }
- /// <summary>
- /// Spring strength. Force proportional to the position error.
- /// </summary>
- public float stiffness;
- /// <summary>
- /// Damping strength. Force propertional to the velocity error.
- /// </summary>
- public float damping;
- }
- /// <summary>
- /// Specifies first or second body referenced by a Joint.
- /// </summary>
- public enum JointBody
- {
- A, B
- };
- /// <summary>
- /// Specifies axes that the D6 joint can constrain motion on.
- /// </summary>
- public enum D6JointAxis
- {
- /// <summary>
- /// Movement on the X axis.
- /// </summary>
- X,
- /// <summary>
- /// Movement on the Y axis.
- /// </summary>
- Y,
- /// <summary>
- /// Movement on the Z axis.
- /// </summary>
- Z,
- /// <summary>
- /// Rotation around the X axis.
- /// </summary>
- Twist,
- /// <summary>
- /// Rotation around the Y axis.
- /// </summary>
- SwingY,
- /// <summary>
- /// Rotation around the Z axis.
- /// </summary>
- SwingZ,
- Count
- }
- /// <summary>
- /// Specifies type of constraint placed on a specific axis of a D6 joint.
- /// </summary>
- public enum D6JointMotion
- {
- /// <summary>
- /// Axis is immovable.
- /// </summary>
- Locked,
- /// <summary>
- /// Axis will be constrained by the specified limits.
- /// </summary>
- Limited,
- /// <summary>
- /// Axis will not be constrained.
- /// </summary>
- Free,
- Count
- }
- /// <summary>
- /// Type of drives that can be used for moving or rotating bodies attached to the D6 joint.
- /// </summary>
- public enum DriveType
- {
- /// <summary>
- /// Linear movement on the X axis using the linear drive model.
- /// </summary>
- X,
- /// <summary>
- /// Linear movement on the Y axis using the linear drive model.
- /// </summary>
- Y,
- /// <summary>
- /// Linear movement on the Z axis using the linear drive model.
- /// </summary>
- Z,
- /// <summary>
- /// Rotation around the Y axis using the twist/swing angular drive model. Should not be used together with
- /// SLERP mode.
- /// </summary>
- Swing,
- /// <summary>
- /// Rotation around the Z axis using the twist/swing angular drive model. Should not be used together with
- /// SLERP mode.
- /// </summary>
- Twist,
- /// <summary>
- /// 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).
- /// </summary>
- SLERP,
- Count
- }
- /// <summary>
- /// Specifies parameters for a drive that will attempt to move the D6 joint bodies to the specified drive position and
- /// velocity.
- /// </summary>
- public class D6JointDrive
- {
- /// <summary>
- /// Spring strength. Force proportional to the position error.
- /// </summary>
- public float stiffness = 0.0f;
- /// <summary>
- /// Damping strength. Force propertional to the velocity error.
- /// </summary>
- public float damping = 0.0f;
- /// <summary>
- /// Maximum force the drive can apply.
- /// </summary>
- public float forceLimit = float.MaxValue;
- /// <summary>
- /// 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.
- /// </summary>
- public bool acceleration = false;
- /// <summary>
- /// Used for accessing drive data from native code.
- /// </summary>
- /// <param name="output">Native readable drive structure.</param>
- private void Internal_GetNative(ref ScriptD6JointDrive output)
- {
- output.stiffness = stiffness;
- output.damping = damping;
- output.forceLimit = forceLimit;
- output.acceleration = acceleration;
- }
- }
- /// <summary>
- /// Properties of a drive that drives the hinge joint's angular velocity towards a paricular value.
- /// </summary>
- public class HingeJointDrive
- {
- /// <summary>
- /// Target speed of the joint.
- /// </summary>
- public float speed = 0.0f;
- /// <summary>
- /// Maximum torque the drive is allowed to apply.
- /// </summary>
- public float forceLimit = float.MaxValue;
- /// <summary>
- /// Scales the velocity of the first body, and its response to drive torque is scaled down.
- /// </summary>
- public float gearRatio = 1.0f;
- /// <summary>
- /// 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.
- /// </summary>
- public bool freeSpin = false;
- /// <summary>
- /// Used for accessing drive data from native code.
- /// </summary>
- /// <param name="output">Native readable drive structure.</param>
- private void Internal_GetNative(ref ScriptHingeJointDrive output)
- {
- output.speed = speed;
- output.forceLimit = forceLimit;
- output.gearRatio = gearRatio;
- output.freeSpin = freeSpin;
- }
- };
- /// <summary>
- /// Contains common values used by all Joint limit types.
- /// </summary>
- [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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- public float contactDist;
- /// <summary>
- /// 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.
- /// </summary>
- public float restitution;
- /// <summary>
- /// Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </summary>
- public Spring spring;
- }
- /// <summary>
- /// Represents a joint limit between two distance values. Lower value must be less than the upper value.
- /// </summary>
- [SerializeObject]
- public class LimitLinearRange : LimitCommon
- {
- /// <summary>
- /// Constructs an empty limit.
- /// </summary>
- public LimitLinearRange()
- { }
- /// <summary>
- /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
- /// </summary>
- /// <param name="lower">Lower distance of the limit.Must be less than <paramref name="upper"/>.</param>
- /// <param name="upper">Upper distance of the limit.Must be more than <paramref name="lower"/>.</param>
- /// <param name="contactDist">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.</param>
- public LimitLinearRange(float lower, float upper, float contactDist = -1.0f)
- :base(contactDist)
- {
- this.lower = lower;
- this.upper = upper;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="lower">Lower distance of the limit. Must be less than <paramref name="upper"/>.</param>
- /// <param name="upper">Upper distance of the limit. Must be more than <paramref name="lower"/>.</param>
- /// <param name="spring">Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </param>
- /// <param name="restitution">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.</param>
- public LimitLinearRange(float lower, float upper, Spring spring, float restitution = 0.0f)
- :base(spring, restitution)
- {
- this.lower = lower;
- this.upper = upper;
- }
- /// <summary>
- /// Lower distance of the limit. Must be less than #upper.
- /// </summary>
- public float lower;
- /// <summary>
- /// Upper distance of the limit. Must be more than #lower.
- /// </summary>
- public float upper;
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <param name="output">Native readable limit structure.</param>
- private void Internal_GetNative(ref ScriptLimitLinearRange output)
- {
- output.contactDist = contactDist;
- output.resitution = restitution;
- output.spring = spring;
- output.lower = lower;
- output.upper = upper;
- }
- }
- /// <summary>
- /// Represents a joint limit between zero a single distance value.
- /// </summary>
- [SerializeObject]
- public class LimitLinear : LimitCommon
- {
- /// <summary>
- /// Constructs an empty limit.
- /// </summary>
- public LimitLinear()
- { }
- /// <summary>
- /// Constructs a hard limit.Once the limit is reached the movement of the attached bodies will come to a stop.
- /// </summary>
- /// <param name="extent">Distance at which the limit becomes active.</param>
- /// <param name="contactDist">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.</param>
- public LimitLinear(float extent, float contactDist = -1.0f)
- :base(contactDist)
- {
- this.extent = extent;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="extent">Distance at which the limit becomes active. </param>
- /// <param name="spring">Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </param>
- /// <param name="restitution">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.</param>
- public LimitLinear(float extent, Spring spring, float restitution = 0.0f)
- :base(spring, restitution)
- {
- this.extent = extent;
- }
- /// <summary>
- /// Distance at which the limit becomes active.
- /// </summary>
- public float extent = 0.0f;
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <param name="output">Native readable limit structure.</param>
- private void Internal_GetNative(ref ScriptLimitLinear output)
- {
- output.contactDist = contactDist;
- output.resitution = restitution;
- output.spring = spring;
- output.extent = extent;
- }
- }
- /// <summary>
- /// Represents a joint limit between two angles.
- /// </summary>
- [SerializeObject]
- public class LimitAngularRange : LimitCommon
- {
- /// <summary>
- /// Constructs an empty limit.
- /// </summary>
- public LimitAngularRange()
- { }
- /// <summary>
- /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
- /// </summary>
- /// <param name="lower">Lower angle of the limit. Must be less than <paramref name="upper"/>.</param>
- /// <param name="upper">Upper angle of the limit. Must be more than <paramref name="lower"/>.</param>
- /// <param name="contactDist">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.</param>
- public LimitAngularRange(Radian lower, Radian upper, float contactDist = -1.0f)
- : base(contactDist)
- {
- this.lower = lower;
- this.upper = upper;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="lower">Lower angle of the limit. Must be less than <paramref name="upper"/>.</param>
- /// <param name="upper">Upper angle of the limit. Must be more than <paramref name="lower"/>.</param>
- /// <param name="spring">Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </param>
- /// <param name="restitution">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.</param>
- public LimitAngularRange(Radian lower, Radian upper, Spring spring, float restitution = 0.0f)
- : base(spring, restitution)
- {
- this.lower = lower;
- this.upper = upper;
- }
- /// <summary>
- /// Lower angle of the limit. Must be less than #upper.
- /// </summary>
- public Radian lower = new Radian(0.0f);
- /// <summary>
- /// Upper angle of the limit. Must be less than #lower.
- /// </summary>
- public Radian upper = new Radian(0.0f);
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <param name="output">Native readable limit structure.</param>
- private void Internal_GetNative(ref ScriptLimitAngularRange output)
- {
- output.contactDist = contactDist;
- output.resitution = restitution;
- output.spring = spring;
- output.lower = lower;
- output.upper = upper;
- }
- }
- /// <summary>
- /// Represents a joint limit that contraints movement to within an elliptical cone.
- /// </summary>
- [SerializeObject]
- public class LimitConeRange : LimitCommon
- {
- /// <summary>
- /// Constructs a limit with a 45 degree cone.
- /// </summary>
- public LimitConeRange()
- { }
- /// <summary>
- /// Constructs a hard limit. Once the limit is reached the movement of the attached bodies will come to a stop.
- /// </summary>
- /// <param name="yLimitAngle">Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
- /// </param>
- /// <param name="zLimitAngle">Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
- /// </param>
- /// <param name="contactDist">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.</param>
- public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, float contactDist = -1.0f)
- : base(contactDist)
- {
- this.yLimitAngle = yLimitAngle;
- this.zLimitAngle = zLimitAngle;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <param name="yLimitAngle">Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
- /// </param>
- /// <param name="zLimitAngle">Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
- /// </param>
- /// <param name="spring">Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </param>
- /// <param name="restitution">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.</param>
- public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, Spring spring, float restitution = 0.0f)
- : base(spring, restitution)
- {
- this.yLimitAngle = yLimitAngle;
- this.zLimitAngle = zLimitAngle;
- }
- /// <summary>
- /// Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
- /// </summary>
- public Radian yLimitAngle = new Radian(MathEx.Pi * 0.5f);
- /// <summary>
- /// Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
- /// </summary>
- public Radian zLimitAngle = new Radian(MathEx.Pi * 0.5f);
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <param name="output">Native readable limit structure.</param>
- private void Internal_GetNative(ref ScriptLimitConeRange output)
- {
- output.contactDist = contactDist;
- output.resitution = restitution;
- output.spring = spring;
- output.yLimitAngle = yLimitAngle;
- output.zLimitAngle = zLimitAngle;
- }
- }
- /// <summary>
- /// Used for passing HingeJointDrive data between native and managed code.
- /// </summary>
- [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;
- }
- /// <summary>
- /// Used for passing D6JointDrive data between native and managed code.
- /// </summary>
- [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;
- }
- /// <summary>
- /// Used for passing LimitLinearRange data between native and managed code.
- /// </summary>
- [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;
- }
- /// <summary>
- /// Used for passing LimitLinear data between native and managed code.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- internal struct ScriptLimitLinear // Note: Must match C++ struct LimitLinear
- {
- public float contactDist;
- public float resitution;
- public Spring spring;
- public float extent;
- }
- /// <summary>
- /// Used for passing LimitAngularRange data between native and managed code.
- /// </summary>
- [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;
- }
- /// <summary>
- /// Used for passing LimitConeRange data between native and managed code.
- /// </summary>
- [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;
- }
- }
|