diff options
author | chai <chaifix@163.com> | 2019-08-14 22:50:43 +0800 |
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committer | chai <chaifix@163.com> | 2019-08-14 22:50:43 +0800 |
commit | 15740faf9fe9fe4be08965098bbf2947e096aeeb (patch) | |
tree | a730ec236656cc8cab5b13f088adfaed6bb218fb /Runtime/Physics2D/Joint2D.h |
Diffstat (limited to 'Runtime/Physics2D/Joint2D.h')
-rw-r--r-- | Runtime/Physics2D/Joint2D.h | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/Runtime/Physics2D/Joint2D.h b/Runtime/Physics2D/Joint2D.h new file mode 100644 index 0000000..a624709 --- /dev/null +++ b/Runtime/Physics2D/Joint2D.h @@ -0,0 +1,59 @@ +#pragma once + +#if ENABLE_2D_PHYSICS || DOXYGEN + +#include "Runtime/Physics2D/Physics2DManager.h" +#include "Runtime/Physics2D/JointDescriptions2D.h" +#include "Runtime/BaseClasses/GameObject.h" +#include "Runtime/GameCode/Behaviour.h" + +class Rigidbody2D; +class b2Joint; +class b2Body; +struct b2JointDef; + +// -------------------------------------------------------------------------- + + +class Joint2D : public Behaviour +{ + friend class Rigidbody2D; + +public: + REGISTER_DERIVED_ABSTRACT_CLASS (Joint2D, Behaviour) + DECLARE_OBJECT_SERIALIZE (Joint2D) + + Joint2D (MemLabelId label, ObjectCreationMode mode); + // virtual ~Joint2D (); declared-by-macro + + virtual void Reset (); + virtual void AwakeFromLoad (AwakeFromLoadMode awakeMode); + virtual void Deactivate (DeactivateOperation operation); + + virtual void AddToManager (); + virtual void RemoveFromManager (); + + void RecreateJoint (const Rigidbody2D* ignoreRigidbody); + + void SetConnectedBody (PPtr<Rigidbody2D> body); + PPtr<Rigidbody2D> GetConnectedBody () const { return m_ConnectedRigidBody; } + + void SetCollideConnected (bool Collide); + bool GetCollideConnected () const { return m_CollideConnected; } + +protected: + virtual void Create () = 0; + virtual void ReCreate(); + virtual void Cleanup (); + + b2Body* FetchBodyA () const; + b2Body* FetchBodyB () const; + void FinalizeCreateJoint (b2JointDef* jointDef); + +protected: + PPtr<Rigidbody2D> m_ConnectedRigidBody; ///< The rigid body to connect to. No rigid body connects to the scene. + bool m_CollideConnected; ///< Whether rigid bodies connected with this joint can collide or not. + b2Joint* m_Joint; +}; + +#endif //ENABLE_2D_PHYSICS |