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- //
- // 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 <Box2D/Box2D.h>
- 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<PhysicsWorld2D> physicsWorld_;
- /// Box2D joint.
- b2Joint* joint_{};
- /// Owner body.
- WeakPtr<RigidBody2D> ownerBody_;
- /// Other body.
- WeakPtr<RigidBody2D> 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<Constraint2D> attachedConstraint_;
- };
- }
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