Files
sbox-public/engine/Sandbox.Engine/Scene/Components/Joint/HingeJoint.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

172 lines
4.0 KiB
C#

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