mirror of
https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
172 lines
4.0 KiB
C#
172 lines
4.0 KiB
C#
using System.Text.Json.Nodes;
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using System.Text.Json.Serialization;
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namespace Sandbox;
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/// <summary>
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/// Create a hinged connection between two physics objects. Like a door hinge or a wheel.
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/// </summary>
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[Expose]
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[Title( "Hinge Joint" )]
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[Category( "Physics" )]
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[Icon( "door_front" )]
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[EditorHandle( "materials/gizmo/hinge.png" )]
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public sealed class HingeJoint : Joint
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{
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public enum MotorMode
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{
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Disabled,
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TargetAngle,
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TargetVelocity
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}
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/// <summary>
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/// Minimum angle it should be allowed to go
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/// </summary>
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[Title( "Min" ), Group( "Limit" )]
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[Property, MakeDirty]
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public float MinAngle { get; set; }
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/// <summary>
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/// Maximum angle it should be allowed to go
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/// </summary>
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[Title( "Max" ), Group( "Limit" )]
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[Property, MakeDirty]
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public float MaxAngle { get; set; }
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/// <summary>
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/// Motor mode
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty]
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public MotorMode Motor { get; set; }
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/// <summary>
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/// Hinge friction
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.Disabled )]
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public float Friction { get; set; }
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/// <summary>
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/// Target angle of motor
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.TargetAngle )]
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public float TargetAngle { get; set; }
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[Obsolete( $"Use {nameof( Frequency )}" )]
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public float Fequency { get => Frequency; set => Frequency = value; }
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/// <summary>
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/// Frequency of motor
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.TargetAngle )]
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public float Frequency { get; set; } = 1.0f;
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/// <summary>
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/// Damping of motor
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.TargetAngle )]
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public float DampingRatio { get; set; } = 1.0f;
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/// <summary>
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/// Target velocity of motor
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.TargetVelocity )]
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public float TargetVelocity { get; set; } = 0.0f;
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/// <summary>
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/// Max torque of motor
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/// </summary>
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[Group( "Motor" )]
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[Property, MakeDirty, ShowIf( nameof( Motor ), MotorMode.TargetVelocity )]
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public float MaxTorque { get; set; } = 0.0f;
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[Group( "State" )]
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[Property, JsonIgnore]
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public float Angle => _joint.IsValid() ? _joint.Angle : default;
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[Group( "State" )]
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[Property, JsonIgnore]
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public float Speed => _joint.IsValid() ? _joint.Speed : default;
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[Group( "State" )]
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[Property, JsonIgnore]
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public Vector3 Axis => _joint.IsValid() ? _joint.Axis : default;
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Physics.HingeJoint _joint;
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protected override PhysicsJoint CreateJoint( PhysicsPoint point1, PhysicsPoint point2 )
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{
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var localFrame1 = LocalFrame1;
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var localFrame2 = LocalFrame2;
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if ( Attachment == AttachmentMode.Auto )
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{
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localFrame1 = point1.LocalTransform;
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localFrame2 = point2.LocalTransform;
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}
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if ( !Scene.IsEditor )
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{
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LocalFrame1 = localFrame1;
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LocalFrame2 = localFrame2;
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Attachment = AttachmentMode.LocalFrames;
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}
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point1.LocalTransform = localFrame1;
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point2.LocalTransform = localFrame2;
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_joint = PhysicsJoint.CreateHinge( point1, point2 );
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UpdateProperties();
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return _joint;
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}
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protected override void OnDirty()
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{
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UpdateProperties();
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}
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private void UpdateProperties()
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{
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if ( !_joint.IsValid() )
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return;
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_joint.MinAngle = MinAngle;
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_joint.MaxAngle = MaxAngle;
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if ( Motor == MotorMode.Disabled )
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{
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_joint.Friction = Friction;
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}
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else if ( Motor == MotorMode.TargetAngle )
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{
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_joint.native.SetAngularSpring( new Vector3( TargetAngle.DegreeToRadian(), Frequency, DampingRatio ) );
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}
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else if ( Motor == MotorMode.TargetVelocity )
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{
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_joint.native.SetAngularMotor( TargetVelocity.DegreeToRadian(), MaxTorque );
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}
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_joint.WakeBodies();
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}
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public override int ComponentVersion => 1;
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[Expose, JsonUpgrader( typeof( HingeJoint ), 1 )]
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static void Upgrader_v1( JsonObject obj )
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{
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if ( obj.TryGetPropertyValue( "Fequency", out var frequency ) )
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{
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obj["Frequency"] = (float)frequency;
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}
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}
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}
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