233 lines
6.8 KiB
C++
233 lines
6.8 KiB
C++
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics2D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_PHYSICS2D_CONSTRAINT2D_HPP
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#define NAZARA_PHYSICS2D_CONSTRAINT2D_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/HandledObject.hpp>
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#include <Nazara/Core/MovablePtr.hpp>
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#include <Nazara/Core/ObjectHandle.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Physics2D/Config.hpp>
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#include <Nazara/Physics2D/PhysWorld2D.hpp>
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#include <Nazara/Physics2D/RigidBody2D.hpp>
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#include <vector>
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struct cpConstraint;
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namespace Nz
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{
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class Constraint2D;
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using Constraint2DHandle = ObjectHandle<Constraint2D>;
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class NAZARA_PHYSICS2D_API Constraint2D : public HandledObject<Constraint2D>
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{
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public:
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Constraint2D(const Constraint2D&) = delete;
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Constraint2D(Constraint2D&& rhs);
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virtual ~Constraint2D();
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void EnableBodyCollision(bool enable);
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RigidBody2D& GetBodyA();
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const RigidBody2D& GetBodyA() const;
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RigidBody2D& GetBodyB();
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const RigidBody2D& GetBodyB() const;
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float GetErrorBias() const;
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float GetMaxBias() const;
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float GetMaxForce() const;
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PhysWorld2D& GetWorld();
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const PhysWorld2D& GetWorld() const;
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bool IsBodyCollisionEnabled() const;
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void SetErrorBias(float bias);
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void SetMaxBias(float bias);
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void SetMaxForce(float force);
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Constraint2D& operator=(const Constraint2D&) = delete;
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Constraint2D& operator=(Constraint2D&& rhs);
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protected:
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Constraint2D(Nz::PhysWorld2D* world, cpConstraint* constraint);
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MovablePtr<cpConstraint> m_constraint;
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};
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class DampedSpringConstraint2D;
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using DampedSpringConstraint2DHandle = ObjectHandle<DampedSpringConstraint2D>;
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class NAZARA_PHYSICS2D_API DampedSpringConstraint2D : public Constraint2D
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{
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public:
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DampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
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~DampedSpringConstraint2D() = default;
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float GetDamping() const;
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Vector2f GetFirstAnchor() const;
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float GetRestLength() const;
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Vector2f GetSecondAnchor() const;
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float GetStiffness() const;
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void SetDamping(float newDamping);
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetRestLength(float newLength);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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void SetStiffness(float newStiffness);
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};
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class DampedRotarySpringConstraint2D;
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using DampedRotarySpringConstraint2DHandle = ObjectHandle<DampedRotarySpringConstraint2D>;
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class NAZARA_PHYSICS2D_API DampedRotarySpringConstraint2D : public Constraint2D
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{
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public:
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DampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping);
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~DampedRotarySpringConstraint2D() = default;
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float GetDamping() const;
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RadianAnglef GetRestAngle() const;
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float GetStiffness() const;
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void SetDamping(float newDamping);
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void SetRestAngle(const RadianAnglef& newAngle);
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void SetStiffness(float newStiffness);
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};
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class GearConstraint2D;
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using GearConstraint2DHandle = ObjectHandle<GearConstraint2D>;
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class NAZARA_PHYSICS2D_API GearConstraint2D : public Constraint2D
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{
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public:
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GearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
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~GearConstraint2D() = default;
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float GetPhase() const;
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float GetRatio() const;
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void SetPhase(float phase);
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void SetRatio(float ratio);
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};
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class MotorConstraint2D;
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using MotorConstraint2DHandle = ObjectHandle<MotorConstraint2D>;
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class NAZARA_PHYSICS2D_API MotorConstraint2D : public Constraint2D
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{
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public:
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MotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate);
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~MotorConstraint2D() = default;
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float GetRate() const;
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void SetRate(float rate);
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};
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class PinConstraint2D;
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using PinConstraint2DHandle = ObjectHandle<PinConstraint2D>;
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class NAZARA_PHYSICS2D_API PinConstraint2D : public Constraint2D
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{
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public:
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PinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
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~PinConstraint2D() = default;
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float GetDistance() const;
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Vector2f GetFirstAnchor() const;
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Vector2f GetSecondAnchor() const;
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void SetDistance(float newDistance);
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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class PivotConstraint2D;
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using PivotConstraint2DHandle = ObjectHandle<PivotConstraint2D>;
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class NAZARA_PHYSICS2D_API PivotConstraint2D : public Constraint2D
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{
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public:
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PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
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PivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
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~PivotConstraint2D() = default;
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Vector2f GetFirstAnchor() const;
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Vector2f GetSecondAnchor() const;
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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class RatchetConstraint2D;
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using RatchetConstraint2DHandle = ObjectHandle<RatchetConstraint2D>;
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class NAZARA_PHYSICS2D_API RatchetConstraint2D : public Constraint2D
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{
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public:
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RatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
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~RatchetConstraint2D() = default;
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RadianAnglef GetAngle() const;
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float GetPhase() const;
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float GetRatchet() const;
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void SetAngle(const RadianAnglef& angle);
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void SetPhase(float phase);
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void SetRatchet(float ratchet);
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};
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class RotaryLimitConstraint2D;
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using RotaryLimitConstraint2DHandle = ObjectHandle<RotaryLimitConstraint2D>;
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class NAZARA_PHYSICS2D_API RotaryLimitConstraint2D : public Constraint2D
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{
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public:
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RotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle);
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~RotaryLimitConstraint2D() = default;
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RadianAnglef GetMaxAngle() const;
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RadianAnglef GetMinAngle() const;
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void SetMaxAngle(const RadianAnglef& maxAngle);
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void SetMinAngle(const RadianAnglef& minAngle);
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};
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class SlideConstraint2D;
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using SlideConstraint2DHandle = ObjectHandle<SlideConstraint2D>;
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class NAZARA_PHYSICS2D_API SlideConstraint2D : public Constraint2D
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{
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public:
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SlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
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~SlideConstraint2D() = default;
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Vector2f GetFirstAnchor() const;
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float GetMaxDistance() const;
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float GetMinDistance() const;
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Vector2f GetSecondAnchor() const;
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void SetFirstAnchor(const Vector2f& firstAnchor);
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void SetMaxDistance(float newMaxDistance);
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void SetMinDistance(float newMinDistance);
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void SetSecondAnchor(const Vector2f& firstAnchor);
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};
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}
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#include <Nazara/Physics2D/Constraint2D.inl>
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#endif // NAZARA_PHYSICS2D_CONSTRAINT2D_HPP
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