// // Copyright (c) 2008-2014 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Component.h" #include namespace Urho3D { class RigidBody2D; class PhysicsWorld2D; /// 2D physics constraint component. class URHO3D_API Constraint2D : public Component { OBJECT(Constraint2D); public: /// Construct. Constraint2D(Context* scontext); /// Destruct. virtual ~Constraint2D(); /// Register object factory. static void RegisterObject(Context* context); /// Handle enabled/disabled state change. virtual void OnSetEnabled(); /// Create Joint. void CreateJoint(); /// Release Joint. void ReleaseJoint(); /// Set other rigid body. void SetOtherBody(RigidBody2D* body); /// Set collide connected. void SetCollideConnected(bool collideConnected); /// Set attached constriant (for gear). void SetAttachedConstraint(Constraint2D* constraint); /// Return owner body. RigidBody2D* GetOwnerBody() const { return ownerBody_; } /// Return other body. RigidBody2D* GetOtherBody() const { return otherBody_; } /// Return collide connected. bool GetCollideConnected() const { return collideConnected_; } /// Return attached constraint (for gear). Constraint2D* GetAttachedConstraint() const { return attachedConstraint_; } /// Return Box2D joint. b2Joint* GetJoint() const { return joint_; } protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Return joint def. virtual b2JointDef* GetJointDef() { return 0; }; /// Recreate joint. void RecreateJoint(); /// Initialize joint def. void InitializeJointDef(b2JointDef* jointDef); /// Physics world. WeakPtr physicsWorld_; /// Box2D joint. b2Joint* joint_; /// Owner body. WeakPtr ownerBody_; /// Other body. WeakPtr otherBody_; /// Collide connected. bool collideConnected_; /// Attached constraint. WeakPtr attachedConstraint_; }; }