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

206 lines
7.6 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Level/Actor.h"
#include "Engine/Physics/Types.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
class IPhysicsActor;
/// <summary>
/// A base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a door hinge).
/// One of the bodies in the joint must always be movable (non-kinematic and non-static).
/// </summary>
/// <remarks>
/// Joint constraint is created between the parent physic actor (rigidbody, character controller, etc.) and the specified target actor.
/// </remarks>
/// <seealso cref="Actor" />
API_CLASS(Abstract) class FLAXENGINE_API Joint : public Actor
{
DECLARE_SCENE_OBJECT_ABSTRACT(Joint);
protected:
void* _joint;
float _breakForce;
float _breakTorque;
Vector3 _targetAnchor;
Quaternion _targetAnchorRotation;
bool _enableCollision = true;
bool _enableAutoAnchor = false;
public:
/// <summary>
/// The target actor for the joint. It has to be IPhysicsActor type (eg. RigidBody or CharacterController).
/// </summary>
API_FIELD(Attributes="EditorOrder(0), DefaultValue(null), EditorDisplay(\"Joint\")")
ScriptingObjectReference<Actor> Target;
/// <summary>
/// Gets the break force. Determines the maximum force the joint can apply before breaking. Broken joints no longer participate in physics simulation.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(float.MaxValue), EditorDisplay(\"Joint\")")
FORCE_INLINE float GetBreakForce() const
{
return _breakForce;
}
/// <summary>
/// Sets the break force. Determines the maximum force the joint can apply before breaking. Broken joints no longer participate in physics simulation.
/// </summary>
API_PROPERTY() void SetBreakForce(float value);
/// <summary>
/// Gets the break torque. Determines the maximum torque the joint can apply before breaking. Broken joints no longer participate in physics simulation.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(20), DefaultValue(float.MaxValue), EditorDisplay(\"Joint\")")
FORCE_INLINE float GetBreakTorque() const
{
return _breakTorque;
}
/// <summary>
/// Sets the break torque. Determines the maximum torque the joint can apply before breaking. Broken joints no longer participate in physics simulation.
/// </summary>
API_PROPERTY() void SetBreakTorque(float value);
/// <summary>
/// Determines whether collision between the two bodies managed by the joint are enabled.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(30), DefaultValue(true), EditorDisplay(\"Joint\")")
FORCE_INLINE bool GetEnableCollision() const
{
return _enableCollision;
}
/// <summary>
/// Determines whether collision between the two bodies managed by the joint are enabled.
/// </summary>
API_PROPERTY() void SetEnableCollision(bool value);
/// <summary>
/// Determines whether use automatic target anchor position and rotation based on the joint world-space frame (computed when creating joint).
/// </summary>
API_PROPERTY(Attributes="EditorOrder(39), DefaultValue(false), EditorDisplay(\"Joint\")")
bool GetEnableAutoAnchor() const;
/// <summary>
/// Determines whether use automatic target anchor position and rotation based on the joint world-space frame (computed when creating joint).
/// </summary>
API_PROPERTY() void SetEnableAutoAnchor(bool value);
/// <summary>
/// Gets the target anchor.
/// </summary>
/// <remarks>
/// This is the relative pose which locates the joint frame relative to the target actor.
/// </remarks>
API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Joint\"), VisibleIf(nameof(EnableAutoAnchor), true)")
FORCE_INLINE Vector3 GetTargetAnchor() const
{
return _targetAnchor;
}
/// <summary>
/// Sets the target anchor.
/// </summary>
/// <remarks>
/// This is the relative pose which locates the joint frame relative to the target actor.
/// </remarks>
API_PROPERTY() void SetTargetAnchor(const Vector3& value);
/// <summary>
/// Gets the target anchor rotation.
/// </summary>
/// <remarks>
/// This is the relative pose rotation which locates the joint frame relative to the target actor.
/// </remarks>
API_PROPERTY(Attributes="EditorOrder(50), DefaultValue(typeof(Quaternion), \"0,0,0,1\"), EditorDisplay(\"Joint\"), VisibleIf(nameof(EnableAutoAnchor), true)")
FORCE_INLINE Quaternion GetTargetAnchorRotation() const
{
return _targetAnchorRotation;
}
/// <summary>
/// Sets the target anchor rotation.
/// </summary>
/// <remarks>
/// This is the relative pose rotation which locates the joint frame relative to the target actor.
/// </remarks>
API_PROPERTY() void SetTargetAnchorRotation(const Quaternion& value);
public:
/// <summary>
/// Gets the native physics backend object.
/// </summary>
void* GetPhysicsImpl() const;
/// <summary>
/// Sets the location of the joint by automatically computing local position and target anchor to place a joint at the given location (world-space).
/// </summary>
/// <remarks>Use this utility to automatically place joint at the given location after setting up joint parent and target.</remarks>
/// <param name="location">The joint location to set (world-space).</param>
API_FUNCTION() void SetJointLocation(const Vector3& location);
/// <summary>
/// Sets the orientation of the joint by automatically computing local orientation and target anchor orientation to orient a joint at the given rotation (world-space).
/// </summary>
/// <remarks>Use this utility to automatically rotate joint at the given location after setting up joint parent and target.</remarks>
/// <param name="orientation">The joint orientation to set (world-space).</param>
API_FUNCTION() void SetJointOrientation(const Quaternion& orientation);
/// <summary>
/// Gets the current force applied by the solver to maintain all constraints.
/// </summary>
/// <param name="linear">The result linear force.</param>
/// <param name="angular">The result angular force.</param>
API_FUNCTION() void GetCurrentForce(API_PARAM(Out) Vector3& linear, API_PARAM(Out) Vector3& angular) const;
/// <summary>
/// Creates native join object.
/// </summary>
void Create();
/// <summary>
/// Occurs when a joint gets broken during simulation.
/// </summary>
API_EVENT() Action JointBreak;
/// <summary>
/// Called by the physics system when joint gets broken.
/// </summary>
virtual void OnJointBreak();
protected:
Vector3 GetTargetPosition() const;
Quaternion GetTargetOrientation() const;
virtual void* CreateJoint(const struct PhysicsJointDesc& desc) = 0;
#if USE_EDITOR
virtual void DrawPhysicsDebug(RenderView& view);
#endif
private:
void Delete();
void SetActors();
void OnTargetChanged();
public:
// [Actor]
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
protected:
// [Actor]
void BeginPlay(SceneBeginData* data) override;
void EndPlay() override;
#if USE_EDITOR
void OnEnable() override;
void OnDisable() override;
#endif
void OnActiveInTreeChanged() override;
void OnParentChanged() override;
void OnTransformChanged() override;
};