NazaraEngine/include/Nazara/Physics2D/Constraint2D.hpp

190 lines
5.5 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Physics 2D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CONSTRAINT2D_HPP
#define NAZARA_CONSTRAINT2D_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/MovablePtr.hpp>
#include <Nazara/Physics2D/Config.hpp>
#include <Nazara/Physics2D/PhysWorld2D.hpp>
#include <Nazara/Physics2D/RigidBody2D.hpp>
#include <vector>
struct cpConstraint;
namespace Nz
{
class NAZARA_PHYSICS2D_API Constraint2D
{
public:
Constraint2D(const Constraint2D&) = delete;
Constraint2D(Constraint2D&& rhs);
virtual ~Constraint2D();
void EnableBodyCollision(bool enable);
RigidBody2D& GetBodyA();
const RigidBody2D& GetBodyA() const;
RigidBody2D& GetBodyB();
const RigidBody2D& GetBodyB() const;
float GetErrorBias() const;
float GetMaxBias() const;
float GetMaxForce() const;
PhysWorld2D& GetWorld();
const PhysWorld2D& GetWorld() const;
bool IsBodyCollisionEnabled() const;
void SetErrorBias(float bias);
void SetMaxBias(float bias);
void SetMaxForce(float force);
Constraint2D& operator=(const Constraint2D&) = delete;
Constraint2D& operator=(Constraint2D&& rhs);
protected:
Constraint2D(PhysWorld2D& world, cpConstraint* constraint);
MovablePtr<cpConstraint> m_constraint;
};
class NAZARA_PHYSICS2D_API DampedSpring2D : public Constraint2D
{
public:
DampedSpring2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float restLength, float stiffness, float damping);
~DampedSpring2D() = 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 NAZARA_PHYSICS2D_API DampedRotarySpring2D : public Constraint2D
{
public:
DampedRotarySpring2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float restAngle, float stiffness, float damping);
~DampedRotarySpring2D() = default;
float GetDamping() const;
float GetRestAngle() const;
float GetStiffness() const;
void SetDamping(float newDamping);
void SetRestAngle(float newAngle);
void SetStiffness(float newStiffness);
};
class NAZARA_PHYSICS2D_API GearJoint2D : public Constraint2D
{
public:
GearJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratio);
~GearJoint2D() = default;
float GetPhase() const;
float GetRatio() const;
void SetPhase(float phase);
void SetRatio(float ratio);
};
class NAZARA_PHYSICS2D_API MotorJoint2D : public Constraint2D
{
public:
MotorJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float rate);
~MotorJoint2D() = default;
float GetRate() const;
void SetRate(float rate);
};
class NAZARA_PHYSICS2D_API PinJoint2D : public Constraint2D
{
public:
PinJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor);
~PinJoint2D() = 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 NAZARA_PHYSICS2D_API PivotJoint2D : public Constraint2D
{
public:
PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, const Vector2f& anchor);
PivotJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor);
~PivotJoint2D() = default;
Vector2f GetFirstAnchor() const;
Vector2f GetSecondAnchor() const;
void SetFirstAnchor(const Vector2f& firstAnchor);
void SetSecondAnchor(const Vector2f& firstAnchor);
};
class NAZARA_PHYSICS2D_API RatchetJoint2D : public Constraint2D
{
public:
RatchetJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float phase, float ratchet);
~RatchetJoint2D() = default;
float GetAngle() const;
float GetPhase() const;
float GetRatchet() const;
void SetAngle(float angle);
void SetPhase(float phase);
void SetRatchet(float ratchet);
};
class NAZARA_PHYSICS2D_API RotaryLimitJoint2D : public Constraint2D
{
public:
RotaryLimitJoint2D(PhysWorld2D& world, RigidBody2D& first, RigidBody2D& second, float minAngle, float maxAngle);
~RotaryLimitJoint2D() = default;
float GetMaxAngle() const;
float GetMinAngle() const;
void SetMaxAngle(float maxAngle);
void SetMinAngle(float minAngle);
};
class NAZARA_PHYSICS2D_API SlideJoint2D : public Constraint2D
{
public:
SlideJoint2D(PhysWorld2D& world, RigidBody2D& first, const Vector2f& firstAnchor, RigidBody2D& second, const Vector2f& secondAnchor, float min, float max);
~SlideJoint2D() = 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/Constraint2D.inl>
#endif // NAZARA_CONSTRAINT2D_HPP