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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
- {
- /** @addtogroup Physics
- * @{
- */
- /// <summary>
- /// Base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a
- /// door hinge). One of the bodies in the joint must always be movable (that is non-kinematic).
- /// </summary>
- public abstract class Joint : Component
- {
- internal NativeJoint native;
- [SerializeField]
- internal SerializableData commonData = 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 [email protected]; }
- set
- {
- if ([email protected] == value)
- return;
- [email protected] = 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 [email protected]; }
- set
- {
- if ([email protected] == value)
- return;
- [email protected] = 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 [email protected]; }
- set
- {
- if ([email protected] == value)
- return;
- [email protected] = 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 commonData.bodies[(int) body];
- }
- /// <summary>
- /// Sets a body managed by the joint. One of the bodies must be movable (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 (commonData.bodies[(int)body] == rigidbody)
- return;
- if (commonData.bodies[(int)body] != null)
- commonData.bodies[(int)body].SetJoint(null);
- commonData.bodies[(int)body] = rigidbody;
- if (rigidbody != null)
- commonData.bodies[(int)body].SetJoint(this);
- // If joint already exists, destroy it if we removed all bodies, otherwise update its transform
- if (native != null)
- {
- if (!IsBodyValid(commonData.bodies[0]) && !IsBodyValid(commonData.bodies[0]))
- DestroyNative();
- else
- {
- native.SetRigidbody(body, rigidbody);
- UpdateTransform(body);
- }
- }
- else // If joint doesn't exist, check if we can create it
- {
- // Must be an active component and at least one of the bodies must be non-null
- if (SceneObject.Active && (IsBodyValid(commonData.bodies[0]) || IsBodyValid(commonData.bodies[0])))
- {
- RestoreNative();
- }
- }
- }
- /// <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 commonData.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 (commonData.positions[(int)body] == position)
- return;
- commonData.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 commonData.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 (commonData.rotations[(int)body] == rotation)
- return;
- commonData.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 (native == null)
- return;
- // If physics update is in progress do nothing, as its the joint itself that's probably moving the body
- if (Physics.IsUpdateInProgress)
- return;
- if (commonData.bodies[0] == body)
- UpdateTransform(JointBody.A);
- else if (commonData.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 OnEnable()
- {
- if(IsBodyValid(commonData.bodies[0]) || IsBodyValid(commonData.bodies[1]))
- RestoreNative();
- }
- private void OnDisable()
- {
- DestroyNative();
- }
- private void OnDestroy()
- {
- if (commonData.bodies[0] != null)
- commonData.bodies[0].SetJoint(null);
- if (commonData.bodies[1] != null)
- commonData.bodies[1].SetJoint(null);
- DestroyNative();
- }
- private void OnTransformChanged(TransformChangedFlags flags)
- {
- if (native == null)
- 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()
- {
- [email protected][0] = IntPtr.Zero;
- [email protected][1] = IntPtr.Zero;
- if (commonData.bodies[0] != null)
- {
- NativeRigidbody nativeBody = commonData.bodies[0].native;
- if (nativeBody != null)
- [email protected][0] = nativeBody.GetCachedPtr();
- }
- if (commonData.bodies[1] != null)
- {
- NativeRigidbody nativeBody = commonData.bodies[1].native;
- if (nativeBody != null)
- [email protected][1] = nativeBody.GetCachedPtr();
- }
- GetLocalTransform(JointBody.A, out [email protected][0], out [email protected][0]);
- GetLocalTransform(JointBody.B, out [email protected][1], out [email protected][1]);
- native = CreateNative();
- native.Component = this;
- }
- /// <summary>
- /// Destroys the internal joint representation.
- /// </summary>
- private void DestroyNative()
- {
- if (native != null)
- {
- native.Destroy();
- native = null;
- }
- }
- /// <summary>
- /// Checks can the provided rigidbody be used for initializing the joint.
- /// </summary>
- /// <param name="body">Body to check.</param>
- /// <returns>True if the body can be used for initializing the joint, false otherwise.</returns>
- private bool IsBodyValid(Rigidbody body)
- {
- if (body == null)
- return false;
- if (body.native == null)
- return false;
- return true;
- }
- /// <summary>
- /// Calculates the local position/rotation that needs to be applied to the particular joint body.
- /// </summary>
- /// <param name="body">Body to calculate the transform for.</param>
- /// <param name="position">Output position for the body.</param>
- /// <param name="rotation">Output rotation for the body</param>
- private void GetLocalTransform(JointBody body, out Vector3 position, out Quaternion rotation)
- {
- position = commonData.positions[(int)body];
- rotation = commonData.rotations[(int)body];
- // Transform to world space of the related body
- Rigidbody rigidbody = commonData.bodies[(int)body];
- if (rigidbody != null)
- {
- Quaternion worldRot = rigidbody.SceneObject.Rotation;
- rotation = worldRot * rotation;
- position = worldRot.Rotate(position) + rigidbody.SceneObject.Position;
- // Transform to space local to the joint
- Quaternion invRotation = SceneObject.Rotation.Inverse;
- position = invRotation.Rotate(position - SceneObject.Position);
- rotation = invRotation * rotation;
- }
- }
- /// <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;
- GetLocalTransform(body, out localPos, out 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 ScriptCommonJointData @internal;
- public SerializableData()
- {
- @internal.bodies = new IntPtr[2];
- @internal.positions = new Vector3[2] { Vector3.Zero, Vector3.Zero };
- @internal.rotations = new Quaternion[2] { Quaternion.Identity, Quaternion.Identity };
- @internal.breakForce = float.MaxValue;
- @internal.breakTorque = float.MaxValue;
- @internal.enableCollision = false;
- }
- public Rigidbody[] bodies = new Rigidbody[2];
- public Vector3[] positions = new Vector3[2] { Vector3.Zero, Vector3.Zero };
- public Quaternion[] rotations = new Quaternion[2] { Quaternion.Identity, Quaternion.Identity };
- }
- }
- /// <summary>
- /// Controls spring parameters for a physics joint limits. If a limit is soft (body bounces back due to restitution 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;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is Spring)
- {
- Spring other = (Spring)rhs;
- return stiffness == other.stiffness && damping == other.damping;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(Spring a, Spring b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(Spring a, Spring b)
- {
- return !(a == b);
- }
- /// <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 D6JointDriveType
- {
- /// <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>
- [SerializeObject]
- public class D6JointDrive
- {
- [SerializeField]
- private D6JointDriveData data;
- /// <summary>
- /// Spring strength. Force proportional to the position error.
- /// </summary>
- public float Stiffness { get { return data.stiffness; } }
- /// <summary>
- /// Damping strength. Force propertional to the velocity error.
- /// </summary>
- public float Damping { get { return data.damping; } }
- /// <summary>
- /// Maximum force the drive can apply.
- /// </summary>
- public float ForceLimit { get { return data.forceLimit; } }
- /// <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 { get { return data.acceleration; } }
- /// <summary>
- /// Gets drive properties.
- /// </summary>
- public D6JointDriveData Data
- {
- get { return data; }
- }
- /// <summary>
- /// Constructs a new D6 joint drive.
- /// </summary>
- /// <param name="stiffness"><see cref="Stiffness"/></param>
- /// <param name="damping"><see cref="Damping"/></param>
- /// <param name="forceLimit"><see cref="ForceLimit"/></param>
- /// <param name="acceleration"><see cref="Acceleration"/></param>
- public D6JointDrive(float stiffness = 0.0f, float damping = 0.0f, float forceLimit = float.MaxValue,
- bool acceleration = false)
- {
- data.stiffness = stiffness;
- data.damping = damping;
- data.forceLimit = forceLimit;
- data.acceleration = acceleration;
- }
- /// <summary>
- /// Constructs a new D6 joint drive.
- /// </summary>
- /// <param name="data">Properties to initialize the drive with.</param>
- public D6JointDrive(D6JointDriveData data)
- {
- this.data = data;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is D6JointDrive)
- {
- D6JointDrive other = (D6JointDrive)rhs;
- return Stiffness == other.Stiffness && Damping == other.Damping && ForceLimit == other.ForceLimit
- && Acceleration == other.Acceleration;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(D6JointDrive a, D6JointDrive b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(D6JointDrive a, D6JointDrive b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing drive data from native code.
- /// </summary>
- /// <returns>Native readable drive structure.</returns>
- private D6JointDriveData Internal_GetNative()
- {
- return data;
- }
- }
- /// <summary>
- /// Properties of a drive that drives the hinge joint's angular velocity towards a paricular value.
- /// </summary>
- [SerializeObject]
- public class HingeJointDrive
- {
- [SerializeField]
- private HingeJointDriveData data;
- /// <summary>
- /// Target speed of the joint.
- /// </summary>
- public float Speed { get { return data.speed; } }
- /// <summary>
- /// Maximum torque the drive is allowed to apply.
- /// </summary>
- public float ForceLimit { get { return data.forceLimit; } }
- /// <summary>
- /// Scales the velocity of the first body, and its response to drive torque is scaled down.
- /// </summary>
- public float GearRatio { get { return data.gearRatio; } }
- /// <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 { get { return data.freeSpin; } }
- /// <summary>
- /// Gets drive properties.
- /// </summary>
- public HingeJointDriveData Data
- {
- get { return data; }
- }
- /// <summary>
- /// Constructs a new hinge joint drive.
- /// </summary>
- /// <param name="speed"><see cref="Speed"/></param>
- /// <param name="forceLimit"><see cref="ForceLimit"/></param>
- /// <param name="gearRatio"><see cref="GearRatio"/></param>
- /// <param name="freeSpin"><see cref="FreeSpin"/></param>
- public HingeJointDrive(float speed = 0.0f, float forceLimit = float.MaxValue,
- float gearRatio = 1.0f, bool freeSpin = false)
- {
- data.speed = speed;
- data.forceLimit = forceLimit;
- data.gearRatio = gearRatio;
- data.freeSpin = freeSpin;
- }
- /// <summary>
- /// Constructs a new hinge joint drive.
- /// </summary>
- /// <param name="data">Properties to initialize the drive with.</param>
- public HingeJointDrive(HingeJointDriveData data)
- {
- this.data = data;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is HingeJointDrive)
- {
- HingeJointDrive other = (HingeJointDrive)rhs;
- return data.speed == other.data.speed && data.gearRatio == other.data.gearRatio &&
- data.forceLimit == other.data.forceLimit && data.freeSpin == other.data.freeSpin;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(HingeJointDrive a, HingeJointDrive b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(HingeJointDrive a, HingeJointDrive b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing drive data from native code.
- /// </summary>
- /// <returns>Native readable drive structure.</returns>
- private HingeJointDriveData Internal_GetNative()
- {
- return data;
- }
- };
- /// <summary>
- /// Contains common values used by all Joint limit types.
- /// </summary>
- [SerializeObject]
- public class LimitCommon
- {
- private LimitCommonData data;
- /// <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 { get { return data.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 { get { return data.restitution; } }
- /// <summary>
- /// Spring that controls how are the bodies pulled back towards the limit when they breach it.
- /// </summary>
- public Spring Spring { get { return data.spring; } }
- /// <summary>
- /// Gets properties common to all limit types.
- /// </summary>
- public LimitCommonData CommonData
- {
- get { return data; }
- }
- protected LimitCommon(float contactDist = -1.0f)
- {
- data.contactDist = contactDist;
- data.restitution = 0.0f;
- data.spring = new Spring();
- }
- protected LimitCommon(Spring spring, float restitution = 0.0f)
- {
- data.contactDist = -1.0f;
- data.restitution = restitution;
- data.spring = spring;
- }
- protected LimitCommon(LimitCommonData data)
- {
- this.data = data;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is LimitCommon)
- {
- LimitCommon other = (LimitCommon)rhs;
- return ContactDist == other.ContactDist && Restitution == other.Restitution && Spring == other.Spring;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(LimitCommon a, LimitCommon b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(LimitCommon a, LimitCommon b)
- {
- return !(a == b);
- }
- }
- /// <summary>
- /// Represents a joint limit between two distance values. Lower value must be less than the upper value.
- /// </summary>
- [SerializeObject]
- public class LimitLinearRange : LimitCommon
- {
- private LimitLinearRangeData data;
- /// <summary>
- /// Lower distance of the limit. Must be less than <see cref="Upper"/>.
- /// </summary>
- public float Lower { get { return data.lower; } }
- /// <summary>
- /// Upper distance of the limit. Must be greater than <see cref="Lower"/>.
- /// </summary>
- public float Upper { get { return data.upper; } }
- /// <summary>
- /// Gets properties of the linear limit range.
- /// </summary>
- public LimitLinearRangeData Data
- {
- get { return data; }
- }
- /// <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"><see cref="Lower"/></param>
- /// <param name="upper"><see cref="Upper"/></param>
- /// <param name="contactDist"><see cref="LimitCommon.ContactDist"/></param>
- public LimitLinearRange(float lower, float upper, float contactDist = -1.0f)
- :base(contactDist)
- {
- data.lower = lower;
- data.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"><see cref="Lower"/></param>
- /// <param name="upper"><see cref="Upper"/></param>
- /// <param name="spring"><see cref="LimitCommon.Spring"/></param>
- /// <param name="restitution"><see cref="LimitCommon.Restitution"/></param>
- public LimitLinearRange(float lower, float upper, Spring spring, float restitution = 0.0f)
- :base(spring, restitution)
- {
- data.lower = lower;
- data.upper = upper;
- }
- /// <summary>
- /// Constructs a new limit from the provided properties.
- /// </summary>
- /// <param name="limitData">Linear range specific properties.</param>
- /// <param name="commonData">Properties common to all limit types.</param>
- public LimitLinearRange(LimitLinearRangeData limitData, LimitCommonData commonData)
- :base(commonData)
- {
- this.data = limitData;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is LimitLinearRange)
- {
- LimitLinearRange other = (LimitLinearRange)rhs;
- return base.Equals(rhs) && Lower == other.Lower && Upper == other.Upper;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(LimitLinearRange a, LimitLinearRange b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(LimitLinearRange a, LimitLinearRange b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <returns>Native readable limit structure.</returns>
- private ScriptLimitLinearRange Internal_GetNative()
- {
- ScriptLimitLinearRange output;
- output.contactDist = ContactDist;
- output.restitution = Restitution;
- output.spring = Spring;
- output.lower = Lower;
- output.upper = Upper;
- return output;
- }
- }
- /// <summary>
- /// Represents a joint limit between zero a single distance value.
- /// </summary>
- [SerializeObject]
- public class LimitLinear : LimitCommon
- {
- private LimitLinearData data;
- /// <summary>
- /// Distance at which the limit becomes active.
- /// </summary>
- public float Extent { get { return data.extent; } }
- /// <summary>
- /// Gets properties of the linear limit.
- /// </summary>
- public LimitLinearData Data
- {
- get { return data; }
- }
- /// <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"><see cref="Extent"/></param>
- /// <param name="contactDist"><see cref="LimitCommon.ContactDist"/></param>
- public LimitLinear(float extent, float contactDist = -1.0f)
- :base(contactDist)
- {
- data.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"><see cref="Extent"/></param>
- /// <param name="spring"><see cref="LimitCommon.Spring"/></param>
- /// <param name="restitution"><see cref="LimitCommon.Restitution"/></param>
- public LimitLinear(float extent, Spring spring, float restitution = 0.0f)
- :base(spring, restitution)
- {
- data.extent = extent;
- }
- /// <summary>
- /// Constructs a new limit from the provided properties.
- /// </summary>
- /// <param name="limitData">Linear limit specific properties.</param>
- /// <param name="commonData">Properties common to all limit types.</param>
- public LimitLinear(LimitLinearData limitData, LimitCommonData commonData)
- :base(commonData)
- {
- this.data = limitData;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is LimitLinear)
- {
- LimitLinear other = (LimitLinear)rhs;
- return base.Equals(rhs) && Extent == other.Extent;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(LimitLinear a, LimitLinear b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(LimitLinear a, LimitLinear b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <returns>Native readable limit structure.</returns>
- private ScriptLimitLinear Internal_GetNative()
- {
- ScriptLimitLinear output;
- output.contactDist = ContactDist;
- output.restitution = Restitution;
- output.spring = Spring;
- output.extent = Extent;
- return output;
- }
- }
- /// <summary>
- /// Represents a joint limit between two angles.
- /// </summary>
- [SerializeObject]
- public class LimitAngularRange : LimitCommon
- {
- private LimitAngularRangeData data;
- /// <summary>
- /// Lower angle of the limit. Must be less than <see cref="Upper"/>.
- /// </summary>
- public Radian Lower { get { return data.lower; } }
- /// <summary>
- /// Upper angle of the limit. Must be greater than <see cref="Lower"/>.
- /// </summary>
- public Radian Upper { get { return data.upper; } }
- /// <summary>
- /// Gets properties of the angular limit range.
- /// </summary>
- public LimitAngularRangeData Data
- {
- get { return data; }
- }
- /// <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"><see cref="Lower"/></param>
- /// <param name="upper"><see cref="Upper"/></param>
- /// <param name="contactDist"><see cref="LimitCommon.ContactDist"/></param>
- public LimitAngularRange(Radian lower, Radian upper, float contactDist = -1.0f)
- : base(contactDist)
- {
- data.lower = lower;
- data.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"><see cref="Lower"/></param>
- /// <param name="upper"><see cref="Upper"/></param>
- /// <param name="spring"><see cref="LimitCommon.Spring"/></param>
- /// <param name="restitution"><see cref="LimitCommon.Restitution"/></param>
- public LimitAngularRange(Radian lower, Radian upper, Spring spring, float restitution = 0.0f)
- : base(spring, restitution)
- {
- data.lower = lower;
- data.upper = upper;
- }
- /// <summary>
- /// Constructs a new limit from the provided properties.
- /// </summary>
- /// <param name="limitData">Angular limit range specific properties.</param>
- /// <param name="commonData">Properties common to all limit types.</param>
- public LimitAngularRange(LimitAngularRangeData limitData, LimitCommonData commonData)
- :base(commonData)
- {
- this.data = limitData;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is LimitAngularRange)
- {
- LimitAngularRange other = (LimitAngularRange)rhs;
- return base.Equals(rhs) && Lower == other.Lower && Upper == other.Upper;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(LimitAngularRange a, LimitAngularRange b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(LimitAngularRange a, LimitAngularRange b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <returns>Native readable limit structure.</returns>
- private ScriptLimitAngularRange Internal_GetNative()
- {
- ScriptLimitAngularRange output;
- output.contactDist = ContactDist;
- output.restitution = Restitution;
- output.spring = Spring;
- output.lower = Lower;
- output.upper = Upper;
- return output;
- }
- }
- /// <summary>
- /// Represents a joint limit that contraints movement to within an elliptical cone.
- /// </summary>
- [SerializeObject]
- public class LimitConeRange : LimitCommon
- {
- private LimitConeRangeData data;
- /// <summary>
- /// Y angle of the cone. Movement is constrainted between 0 and this angle on the Y axis.
- /// </summary>
- public Radian YLimitAngle { get { return data.yLimitAngle; } }
- /// <summary>
- /// Z angle of the cone. Movement is constrainted between 0 and this angle on the Z axis.
- /// </summary>
- public Radian ZLimitAngle { get { return data.zLimitAngle; } }
- /// <summary>
- /// Gets properties of the cone limit range.
- /// </summary>
- public LimitConeRangeData Data
- {
- get { return data; }
- }
- /// <summary>
- /// Constructs a limit with a 45 degree cone.
- /// </summary>
- public LimitConeRange()
- {
- data.yLimitAngle = new Radian(MathEx.Pi * 0.5f);
- data.zLimitAngle = new Radian(MathEx.Pi * 0.5f);
- }
- /// <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"><see cref="YLimitAngle"/></param>
- /// <param name="zLimitAngle"><see cref="ZLimitAngle"/></param>
- /// <param name="contactDist"><see cref="LimitCommon.ContactDist"/></param>
- public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, float contactDist = -1.0f)
- : base(contactDist)
- {
- data.yLimitAngle = yLimitAngle;
- data.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"><see cref="YLimitAngle"/></param>
- /// <param name="zLimitAngle"><see cref="ZLimitAngle"/></param>
- /// <param name="spring"><see cref="LimitCommon.Spring"/></param>
- /// <param name="restitution"><see cref="LimitCommon.Restitution"/></param>
- public LimitConeRange(Radian yLimitAngle, Radian zLimitAngle, Spring spring, float restitution = 0.0f)
- : base(spring, restitution)
- {
- data.yLimitAngle = yLimitAngle;
- data.zLimitAngle = zLimitAngle;
- }
- /// <summary>
- /// Constructs a new limit from the provided properties.
- /// </summary>
- /// <param name="limitData">Cone limit range specific properties.</param>
- /// <param name="commonData">Properties common to all limit types.</param>
- public LimitConeRange(LimitConeRangeData limitData, LimitCommonData commonData)
- :base(commonData)
- {
- this.data = limitData;
- }
- /// <inheritdoc/>
- public override bool Equals(object rhs)
- {
- if (rhs is LimitConeRange)
- {
- LimitConeRange other = (LimitConeRange)rhs;
- return base.Equals(rhs) && YLimitAngle == other.YLimitAngle && ZLimitAngle == other.ZLimitAngle;
- }
- return false;
- }
- /// <inheritdoc/>
- public override int GetHashCode()
- {
- return base.GetHashCode();
- }
- public static bool operator ==(LimitConeRange a, LimitConeRange b)
- {
- return a.Equals(b);
- }
- public static bool operator !=(LimitConeRange a, LimitConeRange b)
- {
- return !(a == b);
- }
- /// <summary>
- /// Used for accessing limit data from native code.
- /// </summary>
- /// <returns>Native readable limit structure.</returns>
- private ScriptLimitConeRange Internal_GetNative()
- {
- ScriptLimitConeRange output;
- output.contactDist = ContactDist;
- output.restitution = Restitution;
- output.spring = Spring;
- output.yLimitAngle = YLimitAngle;
- output.zLimitAngle = ZLimitAngle;
- return output;
- }
- }
- /// <summary>
- /// Contains data used by HingeJointDrive.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct HingeJointDriveData // Note: Must match C++ struct HingeJoint::Drive
- {
- /// <summary>
- /// <see cref="HingeJointDrive.Speed"/>
- /// </summary>
- public float speed;
- /// <summary>
- /// <see cref="HingeJointDrive.ForceLimit"/>
- /// </summary>
- public float forceLimit;
- /// <summary>
- /// <see cref="HingeJointDrive.GearRatio"/>
- /// </summary>
- public float gearRatio;
- /// <summary>
- /// <see cref="HingeJointDrive.FreeSpin"/>
- /// </summary>
- public bool freeSpin;
- }
- /// <summary>
- /// Contains data used by D6JointDrive.
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct D6JointDriveData // Note: Must match C++ struct D6Joint::Drive
- {
- /// <summary>
- /// <see cref="D6JointDrive.Stiffness"/>
- /// </summary>
- public float stiffness;
- /// <summary>
- /// <see cref="D6JointDrive.Damping"/>
- /// </summary>
- public float damping;
- /// <summary>
- /// <see cref="D6JointDrive.ForceLimit"/>
- /// </summary>
- public float forceLimit;
- /// <summary>
- /// <see cref="D6JointDrive.Acceleration"/>
- /// </summary>
- public bool acceleration;
- }
- /// <summary>
- /// Contains data used by LimitCommon.
- /// </summary>
- public struct LimitCommonData
- {
- /// <summary>
- /// <see cref="LimitCommon.ContactDist"/>
- /// </summary>
- public float contactDist;
- /// <summary>
- /// <see cref="LimitCommon.Restitution"/>
- /// </summary>
- public float restitution;
- /// <summary>
- /// <see cref="LimitCommon.Spring"/>
- /// </summary>
- public Spring spring;
- }
- /// <summary>
- /// Contains data used by LimitLinearRange.
- /// </summary>
- public struct LimitLinearRangeData
- {
- /// <summary>
- /// <see cref="LimitLinearRange.Lower"/>
- /// </summary>
- public float lower;
- /// <summary>
- /// <see cref="LimitLinearRange.Upper"/>
- /// </summary>
- public float upper;
- }
- /// <summary>
- /// Contains data used by LimitLinear.
- /// </summary>
- public struct LimitLinearData
- {
- /// <summary>
- /// <see cref="LimitLinearRange.Extent"/>
- /// </summary>
- public float extent;
- }
- /// <summary>
- /// Contains data used by LimitAngularRange.
- /// </summary>
- public struct LimitAngularRangeData
- {
- /// <summary>
- /// <see cref="LimitAngularRange.Lower"/>
- /// </summary>
- public Radian lower;
- /// <summary>
- /// <see cref="LimitAngularRange.Upper"/>
- /// </summary>
- public Radian upper;
- }
- /// <summary>
- /// Contains data used by LimitConeRange.
- /// </summary>
- public struct LimitConeRangeData
- {
- /// <summary>
- /// <see cref="LimitConeRange.YLimitAngle"/>
- /// </summary>
- public Radian yLimitAngle;
- /// <summary>
- /// <see cref="LimitConeRange.ZLimitAngle"/>
- /// </summary>
- public Radian zLimitAngle;
- }
- /// <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 restitution;
- 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 restitution;
- 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 restitution;
- 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 restitution;
- public Spring spring;
- public Radian yLimitAngle;
- public Radian zLimitAngle;
- }
- /** @} */
- }
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