// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Physics2D/Constraint2D.h" namespace Urho3D { /// 2D prismatic constraint component. class URHO3D_API ConstraintPrismatic2D : public Constraint2D { URHO3D_OBJECT(ConstraintPrismatic2D, Constraint2D); public: /// Construct. explicit ConstraintPrismatic2D(Context* context); /// Destruct. ~ConstraintPrismatic2D() override; /// Register object factory. /// @nobind static void RegisterObject(Context* context); /// Set anchor. /// @property void SetAnchor(const Vector2& anchor); /// Set axis. /// @property void SetAxis(const Vector2& axis); /// Set enable limit. /// @property void SetEnableLimit(bool enableLimit); /// Set lower translation. /// @property void SetLowerTranslation(float lowerTranslation); /// Set upper translation. /// @property void SetUpperTranslation(float upperTranslation); /// Set enable motor. /// @property void SetEnableMotor(bool enableMotor); /// Set maxmotor force. /// @property void SetMaxMotorForce(float maxMotorForce); /// Set motor speed. /// @property void SetMotorSpeed(float motorSpeed); /// Return anchor. /// @property const Vector2& GetAnchor() const { return anchor_; } /// Return axis. /// @property const Vector2& GetAxis() const { return axis_; } /// Return enable limit. /// @property bool GetEnableLimit() const { return jointDef_.enableLimit; } /// Return lower translation. /// @property float GetLowerTranslation() const { return jointDef_.lowerTranslation; } /// Return upper translation. /// @property float GetUpperTranslation() const { return jointDef_.upperTranslation; } /// Return enable motor. /// @property bool GetEnableMotor() const { return jointDef_.enableMotor; } /// Return maxmotor force. /// @property float GetMaxMotorForce() const { return jointDef_.maxMotorForce; } /// Return motor speed. /// @property float GetMotorSpeed() const { return jointDef_.motorSpeed; } private: /// Return joint def. b2JointDef* GetJointDef() override; /// Box2D joint def. b2PrismaticJointDef jointDef_; /// Anchor. Vector2 anchor_; /// Axis. Vector2 axis_; }; }