Add EnableAutoAnchor to Joint for automatic target anchor setup
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@@ -26,7 +26,8 @@ protected:
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float _breakTorque;
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Vector3 _targetAnchor;
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Quaternion _targetAnchorRotation;
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bool _enableCollision;
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bool _enableCollision = true;
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bool _enableAutoAnchor = false;
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public:
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@@ -78,13 +79,24 @@ public:
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/// </summary>
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API_PROPERTY() void SetEnableCollision(bool value);
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/// <summary>
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/// Determines whether use automatic target anchor position and rotation based on the joint world-space frame (computed when creating joint).
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(39), DefaultValue(false), EditorDisplay(\"Joint\")")
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bool GetEnableAutoAnchor() const;
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/// <summary>
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/// Determines whether use automatic target anchor position and rotation based on the joint world-space frame (computed when creating joint).
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/// </summary>
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API_PROPERTY() void SetEnableAutoAnchor(bool value);
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/// <summary>
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/// Gets the target anchor.
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/// </summary>
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/// <remarks>
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/// This is the relative pose which locates the joint frame relative to the target actor.
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/// </remarks>
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API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Joint\")")
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API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Joint\"), VisibleIf(nameof(EnableAutoAnchor), true)")
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FORCE_INLINE Vector3 GetTargetAnchor() const
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{
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return _targetAnchor;
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@@ -104,7 +116,7 @@ public:
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/// <remarks>
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/// This is the relative pose rotation which locates the joint frame relative to the target actor.
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/// </remarks>
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API_PROPERTY(Attributes="EditorOrder(50), DefaultValue(typeof(Quaternion), \"0,0,0,1\"), EditorDisplay(\"Joint\")")
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API_PROPERTY(Attributes="EditorOrder(50), DefaultValue(typeof(Quaternion), \"0,0,0,1\"), EditorDisplay(\"Joint\"), VisibleIf(nameof(EnableAutoAnchor), true)")
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FORCE_INLINE Quaternion GetTargetAnchorRotation() const
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{
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return _targetAnchorRotation;
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