Files
FlaxEngine/Source/Engine/Physics/Actors/SplineRopeBody.h
2023-01-10 15:29:37 +01:00

72 lines
2.2 KiB
C++

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