ConstraintMouse2D.cpp 3.8 KB

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  1. //
  2. // Copyright (c) 2008-2020 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Urho2D/ConstraintMouse2D.h"
  25. #include "../Urho2D/PhysicsUtils2D.h"
  26. #include "../Urho2D/RigidBody2D.h"
  27. #include "../DebugNew.h"
  28. namespace Urho3D
  29. {
  30. extern const char* URHO2D_CATEGORY;
  31. ConstraintMouse2D::ConstraintMouse2D(Context* context) :
  32. Constraint2D(context),
  33. target_(Vector2::ZERO)
  34. {
  35. }
  36. ConstraintMouse2D::~ConstraintMouse2D() = default;
  37. void ConstraintMouse2D::RegisterObject(Context* context)
  38. {
  39. context->RegisterFactory<ConstraintMouse2D>(URHO2D_CATEGORY);
  40. URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  41. URHO3D_ACCESSOR_ATTRIBUTE("Target", GetTarget, SetTarget, Vector2, Vector2::ZERO, AM_DEFAULT);
  42. URHO3D_ACCESSOR_ATTRIBUTE("Max Force", GetMaxForce, SetMaxForce, float, 0.0f, AM_DEFAULT);
  43. URHO3D_ACCESSOR_ATTRIBUTE("Frequency Hz", GetFrequencyHz, SetFrequencyHz, float, 5.0f, AM_DEFAULT);
  44. URHO3D_ACCESSOR_ATTRIBUTE("Damping Ratio", GetDampingRatio, SetDampingRatio, float, 0.7f, AM_DEFAULT);
  45. URHO3D_COPY_BASE_ATTRIBUTES(Constraint2D);
  46. }
  47. void ConstraintMouse2D::SetTarget(const Vector2& target)
  48. {
  49. if (target == target_)
  50. return;
  51. target_ = target;
  52. if (joint_)
  53. static_cast<b2MouseJoint*>(joint_)->SetTarget(ToB2Vec2(target));
  54. else
  55. RecreateJoint();
  56. MarkNetworkUpdate();
  57. }
  58. void ConstraintMouse2D::SetMaxForce(float maxForce)
  59. {
  60. if (maxForce == jointDef_.maxForce)
  61. return;
  62. jointDef_.maxForce = maxForce;
  63. if (joint_)
  64. static_cast<b2MouseJoint*>(joint_)->SetMaxForce(maxForce);
  65. else
  66. RecreateJoint();
  67. MarkNetworkUpdate();
  68. }
  69. void ConstraintMouse2D::SetFrequencyHz(float frequencyHz)
  70. {
  71. if (frequencyHz == jointDef_.frequencyHz)
  72. return;
  73. jointDef_.frequencyHz = frequencyHz;
  74. if (joint_)
  75. static_cast<b2MouseJoint*>(joint_)->SetFrequency(frequencyHz);
  76. else
  77. RecreateJoint();
  78. MarkNetworkUpdate();
  79. }
  80. void ConstraintMouse2D::SetDampingRatio(float dampingRatio)
  81. {
  82. if (dampingRatio == jointDef_.dampingRatio)
  83. return;
  84. jointDef_.dampingRatio = dampingRatio;
  85. if (joint_)
  86. static_cast<b2MouseJoint*>(joint_)->SetDampingRatio(dampingRatio);
  87. else
  88. RecreateJoint();
  89. MarkNetworkUpdate();
  90. }
  91. b2JointDef* ConstraintMouse2D::GetJointDef()
  92. {
  93. if (!ownerBody_ || !otherBody_)
  94. return nullptr;
  95. b2Body* bodyA = otherBody_->GetBody();
  96. b2Body* bodyB = ownerBody_->GetBody();
  97. if (!bodyA || !bodyB)
  98. return nullptr;
  99. jointDef_.bodyA = bodyA;
  100. jointDef_.bodyB = bodyB;
  101. jointDef_.collideConnected = collideConnected_;
  102. jointDef_.target = ToB2Vec2(target_);
  103. return &jointDef_;
  104. }
  105. }