// // 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. // #include "Precompiled.h" #include "ConstraintPrismatic2D.h" #include "Context.h" #include "PhysicsUtils2D.h" #include "RigidBody2D.h" #include "DebugNew.h" namespace Urho3D { ConstraintPrismatic2D::ConstraintPrismatic2D(Context* context) : Constraint2D(context), anchor_(Vector2::ZERO), axis_(Vector2::RIGHT) { } ConstraintPrismatic2D::~ConstraintPrismatic2D() { } void ConstraintPrismatic2D::RegisterObject(Context* context) { context->RegisterFactory(); ACCESSOR_ATTRIBUTE("Anchor", GetAnchor, SetAnchor, Vector2, Vector2::ZERO, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Axis", GetAxis, SetAxis, Vector2, Vector2::RIGHT, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Enable Limit", GetEnableLimit, SetEnableLimit, bool, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Lower translation", GetLowerTranslation, SetLowerTranslation, float, 0.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Upper translation", GetUpperTranslation, SetUpperTranslation, float, 0.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Enable Motor", GetEnableMotor, SetEnableMotor, bool, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Max Motor Force", GetMaxMotorForce, SetMaxMotorForce, float, 2.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Motor Speed", GetMotorSpeed, SetMotorSpeed, float, 0.7f, AM_DEFAULT); COPY_BASE_ATTRIBUTES(Constraint2D); } void ConstraintPrismatic2D::SetAnchor(const Vector2& anchor) { if (anchor == anchor_) return; anchor_ = anchor; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetAxis(const Vector2& axis) { if (axis == axis_) return; axis_ = axis; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetEnableLimit(bool enableLimit) { if (enableLimit == jointDef_.enableLimit) return; jointDef_.enableLimit = enableLimit; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetLowerTranslation(float lowerTranslation) { if (lowerTranslation == jointDef_.lowerTranslation) return; jointDef_.lowerTranslation = lowerTranslation; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetUpperTranslation(float upperTranslation) { if (upperTranslation == jointDef_.upperTranslation) return; jointDef_.upperTranslation = upperTranslation; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetEnableMotor(bool enableMotor) { if (enableMotor == jointDef_.enableMotor) return; jointDef_.enableMotor = enableMotor; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetMaxMotorForce(float maxMotorForce) { if (maxMotorForce == jointDef_.maxMotorForce) return; jointDef_.maxMotorForce = maxMotorForce; RecreateJoint(); MarkNetworkUpdate(); } void ConstraintPrismatic2D::SetMotorSpeed(float motorSpeed) { if (motorSpeed == jointDef_.motorSpeed) return; jointDef_.motorSpeed = motorSpeed; RecreateJoint(); MarkNetworkUpdate(); } b2JointDef* ConstraintPrismatic2D::GetJointDef() { if (!ownerBody_ || !otherBody_) return 0; b2Body* bodyA = ownerBody_->GetBody(); b2Body* bodyB = otherBody_->GetBody(); if (!bodyA || !bodyB) return 0; jointDef_.Initialize(bodyA, bodyB, ToB2Vec2(anchor_), ToB2Vec2(axis_)); return &jointDef_; } }