// // Copyright (c) 2008-2020 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 "../Scene/Component.h" #include namespace Urho3D { class RigidBody2D; class PhysicsWorld2D; /// 2D physics constraint component. class URHO3D_API Constraint2D : public Component { URHO3D_OBJECT(Constraint2D, Component); public: /// Construct. explicit Constraint2D(Context* context); /// Destruct. ~Constraint2D() override; /// Register object factory. static void RegisterObject(Context* context); /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update. void ApplyAttributes() override; /// Handle enabled/disabled state change. void OnSetEnabled() override; /// Create joint. void CreateJoint(); /// Release joint. void ReleaseJoint(); /// Set other rigid body. /// @property void SetOtherBody(RigidBody2D* body); /// Set collide connected. /// @property void SetCollideConnected(bool collideConnected); /// Set attached constriant (for gear). void SetAttachedConstraint(Constraint2D* constraint); /// Return owner body. /// @property RigidBody2D* GetOwnerBody() const { return ownerBody_; } /// Return other body. /// @property RigidBody2D* GetOtherBody() const { return otherBody_; } /// Return collide connected. /// @property 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. void OnNodeSet(Node* node) override; /// Handle scene being assigned. void OnSceneSet(Scene* scene) override; /// Return joint def. virtual b2JointDef* GetJointDef() { return nullptr; }; /// Recreate joint. void RecreateJoint(); /// Initialize joint def. void InitializeJointDef(b2JointDef* jointDef); /// Mark other body node ID dirty. void MarkOtherBodyNodeIDDirty() { otherBodyNodeIDDirty_ = true; } /// Physics world. WeakPtr physicsWorld_; /// Box2D joint. b2Joint* joint_{}; /// Owner body. WeakPtr ownerBody_; /// Other body. WeakPtr otherBody_; /// Other body node ID for serialization. unsigned otherBodyNodeID_{}; /// Collide connected flag. bool collideConnected_{}; /// Other body node ID dirty flag. bool otherBodyNodeIDDirty_{}; /// Attached constraint. WeakPtr attachedConstraint_; }; }