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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /// <summary>
- /// 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).
- /// </summary>
- public abstract class Joint : Component
- {
- internal NativeJoint native;
- [SerializeField]
- internal SerializableData serializableData = new SerializableData();
- /// <summary>
- /// Triggered when the joint's break force or torque is exceeded.
- /// </summary>
- public event Action OnJointBreak;
- /// <summary>
- /// Maximum force the joint can apply before breaking. Broken joints no longer participate in physics simulation.
- /// </summary>
- public float BreakForce
- {
- get { return serializableData.breakForce; }
- set
- {
- if (serializableData.breakForce == value)
- return;
- serializableData.breakForce = value;
- if (native != null)
- native.BreakForce = value;
- }
- }
- /// <summary>
- /// Sets the maximum force the joint can apply before breaking. Broken joints no longer participate in physics
- /// simulation.
- /// </summary>
- public float BreakTorque
- {
- get { return serializableData.breakTorque; }
- set
- {
- if (serializableData.breakTorque == value)
- return;
- serializableData.breakTorque = value;
- if (native != null)
- native.BreakTorque = value;
- }
- }
- /// <summary>
- /// Determines whether collisions between the two bodies managed by the joint are enabled.
- /// </summary>
- public bool EnableCollision
- {
- get { return serializableData.enableCollision; }
- set
- {
- if (serializableData.enableCollision == value)
- return;
- serializableData.enableCollision = value;
- if (native != null)
- native.EnableCollision = value;
- }
- }
- /// <summary>
- /// Returns one of the bodies managed by the joint.
- /// </summary>
- /// <param name="body">Which of the rigidbodies to return.</param>
- /// <returns>Rigidbody managed by the joint, or null if none.</returns>
- public Rigidbody GetRigidbody(JointBody body)
- {
- return serializableData.bodies[(int) body];
- }
- /// <summary>
- /// Sets a body managed by the joint. One of the bodies must be movable (i.e. non-kinematic).
- /// </summary>
- /// <param name="body">Which of the rigidbodies to set.</param>
- /// <param name="rigidbody">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 <see cref="SetPosition"/>
- /// and <see cref="SetRotation"/>.</param>
- 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);
- }
- }
- /// <summary>
- /// Returns the position at which the body is anchored to the joint.
- /// </summary>
- /// <param name="body">Which body to retrieve position for.</param>
- /// <returns>Position relative to the body.</returns>
- public Vector3 GetPosition(JointBody body)
- {
- return serializableData.positions[(int)body];
- }
- /// <summary>
- /// Sets the position at which the body is anchored to the joint.
- /// </summary>
- /// <param name="body">Which body set the position for.</param>
- /// <param name="position">Position relative to the body.</param>
- public void SetPosition(JointBody body, Vector3 position)
- {
- if (serializableData.positions[(int)body] == position)
- return;
- serializableData.positions[(int) body] = position;
- if (native != null)
- UpdateTransform(body);
- }
- /// <summary>
- /// Returns the rotation at which the body is anchored to the joint.
- /// </summary>
- /// <param name="body">Which body to retrieve rotation for.</param>
- /// <returns>Rotation relative to the body.</returns>
- public Quaternion GetRotation(JointBody body)
- {
- return serializableData.rotations[(int)body];
- }
- /// <summary>
- /// Sets the rotation at which the body is anchored to the joint.
- /// </summary>
- /// <param name="body">Which body set the rotation for.</param>
- /// <param name="rotation">Rotation relative to the body.</param>
- public void SetRotation(JointBody body, Quaternion rotation)
- {
- if (serializableData.rotations[(int)body] == rotation)
- return;
- serializableData.rotations[(int)body] = rotation;
- if (native != null)
- UpdateTransform(body);
- }
- /// <summary>
- /// Triggered when the joint breaks.
- /// </summary>
- internal void DoOnJointBreak()
- {
- if (OnJointBreak != null)
- OnJointBreak();
- }
- /// <summary>
- /// Notifies the joint that one of the attached rigidbodies moved and that its transform needs updating.
- /// </summary>
- /// <param name="body">Rigidbody that moved.</param>
- 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);
- }
- /// <summary>
- /// Creates the internal representation of the Joint for use by the component.
- /// </summary>
- /// <returns>New native joint object.</returns>
- 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);
- }
- /// <summary>
- /// Creates the internal representation of the Joint and restores the values saved by the Component.
- /// </summary>
- 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);
- }
- /// <summary>
- /// Destroys the internal joint representation.
- /// </summary>
- private void DestroyNative()
- {
- if (native != null)
- {
- native.Destroy();
- native = null;
- }
- }
- /// <summary>
- /// Updates the local transform for the specified body attached to the joint.
- /// </summary>
- /// <param name="body">Body to update.</param>
- 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);
- }
- /// <summary>
- /// Holds all data the joint component needs to persist through serialization.
- /// </summary>
- [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;
- }
- }
- /// <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;
- }
- }
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