NazaraEngine/include/Nazara/Physics3D/PhysConstraint3D.hpp

100 lines
3.2 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Export.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_PHYSCONSTRAINT3D_HPP
#define NAZARA_PHYSICS3D_PHYSCONSTRAINT3D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Physics3D/Export.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
namespace JPH
{
class TwoBodyConstraint;
}
namespace Nz
{
class PhysConstraint3D;
using PhysConstraint3DHandle = ObjectHandle<PhysConstraint3D>;
class NAZARA_PHYSICS3D_API PhysConstraint3D : public HandledObject<PhysConstraint3D>
{
public:
PhysConstraint3D(const PhysConstraint3D&) = delete;
PhysConstraint3D(PhysConstraint3D&& constraint) noexcept;
virtual ~PhysConstraint3D();
RigidBody3D& GetBodyA();
const RigidBody3D& GetBodyA() const;
RigidBody3D& GetBodyB();
const RigidBody3D& GetBodyB() const;
PhysWorld3D& GetWorld();
const PhysWorld3D& GetWorld() const;
bool IsSingleBody() const;
PhysConstraint3D& operator=(const PhysConstraint3D&) = delete;
PhysConstraint3D& operator=(PhysConstraint3D&& constraint) noexcept;
protected:
PhysConstraint3D();
template<typename T> T* GetConstraint();
template<typename T> const T* GetConstraint() const;
void SetupConstraint(std::unique_ptr<JPH::TwoBodyConstraint> constraint);
private:
void Destroy();
std::unique_ptr<JPH::TwoBodyConstraint> m_constraint;
};
class NAZARA_PHYSICS3D_API PhysDistanceConstraint3D : public PhysConstraint3D
{
public:
PhysDistanceConstraint3D(RigidBody3D& first, const Vector3f& pivot, float maxDist = -1.f, float minDist = -1.f);
PhysDistanceConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot, float maxDist = -1.f, float minDist = -1.f);
PhysDistanceConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, float maxDist = -1.f, float minDist = -1.f);
~PhysDistanceConstraint3D() = default;
float GetDamping() const;
float GetFrequency() const;
float GetMaxDistance() const;
float GetMinDistance() const;
void SetDamping(float damping);
void SetDistance(float minDist, float maxDist);
void SetFrequency(float frequency);
void SetMaxDistance(float maxDist);
void SetMinDistance(float minDist);
};
class NAZARA_PHYSICS3D_API PhysPivotConstraint3D : public PhysConstraint3D
{
public:
PhysPivotConstraint3D(RigidBody3D& first, const Vector3f& pivot);
PhysPivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot);
PhysPivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor);
~PhysPivotConstraint3D() = default;
Vector3f GetFirstAnchor() const;
Vector3f GetSecondAnchor() const;
void SetFirstAnchor(const Vector3f& firstAnchor);
void SetSecondAnchor(const Vector3f& secondAnchor);
};
}
#include <Nazara/Physics3D/PhysConstraint3D.inl>
#endif // NAZARA_PHYSICS3D_PHYSCONSTRAINT3D_HPP