72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Level/Actor.h"
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#include "Engine/Scripting/ScriptingObjectReference.h"
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class Spline;
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/// <summary>
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/// Physical simulation actor for ropes, chains and cables represented by a spline.
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/// </summary>
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/// <seealso cref="Spline" />
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API_CLASS() class FLAXENGINE_API SplineRopeBody : public Actor
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{
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API_AUTO_SERIALIZATION();
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DECLARE_SCENE_OBJECT(SplineRopeBody);
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private:
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struct Mass
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{
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Vector3 Position;
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Real SegmentLength;
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Vector3 PrevPosition;
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bool Unconstrained;
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};
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Spline* _spline = nullptr;
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float _time = 0.0f;
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Array<Mass> _masses;
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public:
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/// <summary>
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/// The target actor too attach the rope end to. If unset the rope end will run freely.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(0), DefaultValue(null), EditorDisplay(\"Rope\")")
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ScriptingObjectReference<Actor> AttachEnd;
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/// <summary>
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/// The world gravity scale applied to the rope. Can be used to adjust gravity force or disable it.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Rope\")")
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float GravityScale = 1.0f;
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/// <summary>
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/// The additional, external force applied to rope (world-space). This can be eg. wind force.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Rope\")")
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Vector3 AdditionalForce = Vector3::Zero;
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/// <summary>
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/// If checked, the physics solver will use stiffness constraint for rope. It will be less likely to bend over and will preserve more it's shape.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Rope\")")
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bool EnableStiffness = false;
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/// <summary>
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/// The rope simulation update substep (in seconds). Defines the frequency of physics update.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(40), Limit(0, 0.1f, 0.0001f), EditorDisplay(\"Rope\")")
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float SubstepTime = 0.02f;
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private:
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void Tick();
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public:
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// [Actor]
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void OnEnable() override;
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void OnDisable() override;
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void OnTransformChanged() override;
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void OnParentChanged() override;
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};
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