NazaraEngine/include/Nazara/Physics2D/PhysConstraint2D.hpp

239 lines
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C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics2D module"
// For conditions of distribution and use, see copyright notice in Export.hpp
#pragma once
#ifndef NAZARA_PHYSICS2D_PHYSCONSTRAINT2D_HPP
#define NAZARA_PHYSICS2D_PHYSCONSTRAINT2D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Physics2D/Export.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <NazaraUtils/MovablePtr.hpp>
struct cpConstraint;
namespace Nz
{
class PhysConstraint2D;
using PhysConstraint2DHandle = ObjectHandle<PhysConstraint2D>;
class NAZARA_PHYSICS2D_API PhysConstraint2D : public HandledObject<PhysConstraint2D>
{
public:
PhysConstraint2D(const PhysConstraint2D&) = delete;
PhysConstraint2D(PhysConstraint2D&& constraint) noexcept;
virtual ~PhysConstraint2D();
void EnableBodyCollision(bool enable);
RigidBody2D& GetBodyA();
const RigidBody2D& GetBodyA() const;
RigidBody2D& GetBodyB();
const RigidBody2D& GetBodyB() const;
float GetErrorBias() const;
float GetLastImpulse() const;
float GetMaxBias() const;
float GetMaxForce() const;
PhysWorld2D& GetWorld();
const PhysWorld2D& GetWorld() const;
bool IsBodyCollisionEnabled() const;
bool IsSingleBody() const;
void SetErrorBias(float bias);
void SetMaxBias(float bias);
void SetMaxForce(float force);
PhysConstraint2D& operator=(const PhysConstraint2D&) = delete;
PhysConstraint2D& operator=(PhysConstraint2D&& constraint) noexcept;
protected:
PhysConstraint2D(PhysWorld2D* world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
private:
void Destroy();
};
class PhysDampedSpringConstraint2D;
using PhysDampedSpringConstraint2DHandle = ObjectHandle<PhysDampedSpringConstraint2D>;
class NAZARA_PHYSICS2D_API PhysDampedSpringConstraint2D : public PhysConstraint2D
{
public:
PhysDampedSpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~PhysDampedSpringConstraint2D() = default;
float GetDamping() const;
Vector2f GetFirstAnchor() const;
float GetRestLength() const;
Vector2f GetSecondAnchor() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetRestLength(float newLength);
void SetSecondAnchor(const Vector2f& firstAnchor);
void SetStiffness(float newStiffness);
};
class PhysDampedRotarySpringConstraint2D;
using PhysDampedRotarySpringConstraint2DHandle = ObjectHandle<PhysDampedRotarySpringConstraint2D>;
class NAZARA_PHYSICS2D_API PhysDampedRotarySpringConstraint2D : public PhysConstraint2D
{
public:
PhysDampedRotarySpringConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& restAngle, float stiffness, float damping);
~PhysDampedRotarySpringConstraint2D() = default;
float GetDamping() const;
RadianAnglef GetRestAngle() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetRestAngle(const RadianAnglef& newAngle);
void SetStiffness(float newStiffness);
};
class PhysGearConstraint2D;
using PhysGearConstraint2DHandle = ObjectHandle<PhysGearConstraint2D>;
class NAZARA_PHYSICS2D_API PhysGearConstraint2D : public PhysConstraint2D
{
public:
PhysGearConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
~PhysGearConstraint2D() = default;
float GetPhase() const;
float GetRatio() const;
void SetPhase(float phase);
void SetRatio(float ratio);
};
class PhysMotorConstraint2D;
using PhysMotorConstraint2DHandle = ObjectHandle<PhysMotorConstraint2D>;
class NAZARA_PHYSICS2D_API PhysMotorConstraint2D : public PhysConstraint2D
{
public:
PhysMotorConstraint2D(RigidBody2D& first, RigidBody2D& second, float rate);
~PhysMotorConstraint2D() = default;
float GetRate() const;
void SetRate(float rate);
};
class PhysPinConstraint2D;
using PhysPinConstraint2DHandle = ObjectHandle<PhysPinConstraint2D>;
class NAZARA_PHYSICS2D_API PhysPinConstraint2D : public PhysConstraint2D
{
public:
PhysPinConstraint2D(RigidBody2D& body, const Vector2f& anchor);
PhysPinConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PhysPinConstraint2D() = default;
float GetDistance() const;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetDistance(float newDistance);
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class PhysPivotConstraint2D;
using PhysPivotConstraint2DHandle = ObjectHandle<PhysPivotConstraint2D>;
class NAZARA_PHYSICS2D_API PhysPivotConstraint2D : public PhysConstraint2D
{
public:
PhysPivotConstraint2D(RigidBody2D& body, const Vector2f& anchor);
PhysPivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
PhysPivotConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor);
~PhysPivotConstraint2D() = default;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class PhysRatchetConstraint2D;
using PhysRatchetConstraint2DHandle = ObjectHandle<PhysRatchetConstraint2D>;
class NAZARA_PHYSICS2D_API PhysRatchetConstraint2D : public PhysConstraint2D
{
public:
PhysRatchetConstraint2D(RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
~PhysRatchetConstraint2D() = default;
RadianAnglef GetAngle() const;
float GetPhase() const;
float GetRatchet() const;
void SetAngle(const RadianAnglef& angle);
void SetPhase(float phase);
void SetRatchet(float ratchet);
};
class PhysRotaryLimitConstraint2D;
using PhysRotaryLimitConstraint2DHandle = ObjectHandle<PhysRotaryLimitConstraint2D>;
class NAZARA_PHYSICS2D_API PhysRotaryLimitConstraint2D : public PhysConstraint2D
{
public:
PhysRotaryLimitConstraint2D(RigidBody2D& first, RigidBody2D& second, const RadianAnglef& minAngle, const RadianAnglef& maxAngle);
~PhysRotaryLimitConstraint2D() = default;
RadianAnglef GetMaxAngle() const;
RadianAnglef GetMinAngle() const;
void SetMaxAngle(const RadianAnglef& maxAngle);
void SetMinAngle(const RadianAnglef& minAngle);
};
class PhysSlideConstraint2D;
using PhysSlideConstraint2DHandle = ObjectHandle<PhysSlideConstraint2D>;
class NAZARA_PHYSICS2D_API PhysSlideConstraint2D : public PhysConstraint2D
{
public:
PhysSlideConstraint2D(RigidBody2D& first, RigidBody2D& second, const Vector2f& firstAnchor, const Vector2f& secondAnchor, float min, float max);
~PhysSlideConstraint2D() = default;
Vector2f GetFirstAnchor() const;
float GetMaxDistance() const;
float GetMinDistance() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetMaxDistance(float newMaxDistance);
void SetMinDistance(float newMinDistance);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
}
#include <Nazara/Physics2D/PhysConstraint2D.inl>
#endif // NAZARA_PHYSICS2D_PHYSCONSTRAINT2D_HPP