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use super::*;
/// `D6Joint` component. A D6 joint, like a `Joint`, connects two dynamic, or one static and one dynamic, entity physically.
/// It doesn't have to be a component of one of the entities it connects, but that can be convenient at times.
///
/// The `D6Joint` has 6 degrees of freedom (hence the name): 3 translational, and 3 rotational.
/// These can all be controlled individually.
///
/// Important: By default all six dimensions of motion are locked, so by default a `D6Joint` acts like a fix-joint,
/// gluing the bodies to each other. To do something else you need to unlock the dimensions with the `motion` accessor.
/// For instance, so create a ball-socket joint you would unlock the rotational degrees of movement but keep the
/// translational degrees locked.
///
/// A joint normally connects two entities, but you can also leave one of the entities
/// to the default `None` value too attach an entity to the world frame,
/// a static infinite-mass invisible global frame.
///
/// Usually accessed through `entity.d6_joint`().
///
/// The [NVIDIA `PhysX` documentation](https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Joints.html)
/// has some more details. Some naming is a little different from the official API, but overall the concepts are the same.
pub struct D6Joint {
id: Entity,
}
impl std::fmt::Debug for D6Joint {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("D6Joint")
.field("entity", &self.id.name())
.finish_non_exhaustive()
}
}
#[derive(Copy, Clone, Debug)]
/// The parameters for a drive on a D6 joint.
pub struct D6DriveParams {
/// Stiffness of the drive spring: The amount of torque needed to move the joint to its target orientation (not used for velocity drive).
pub stiffness: f32,
/// Damping of the drive spring: Tweak to apply damping to the spring to smooth out any oscillations.
pub damping: f32,
/// Force limit: Maximum force/acceleration the drive can apply.
pub force_limit: f32,
}
#[derive(Copy, Clone, Debug)]
/// The parameters for a simple spring.
pub struct D6SpringParams {
/// Stiffness of the spring
pub stiffness: f32,
/// Damping of the spring.
pub damping: f32,
}
impl D6Joint {
impl_world_accessor!(
/// The first entity of the joint.
D6Joint,
Entity1,
Entity,
entity_1,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The second entity of the joint.
D6Joint,
Entity2,
Entity,
entity_2,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The position of the joint relative to the first entity (`entity_1`)
D6Joint,
RelativePosition1,
Vec3,
relative_offset_1,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The orientation of the joint relative to the first entity (`entity_1`)
D6Joint,
RelativeOrientation1,
Quat,
relative_orientation_1,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The position of the joint relative to the second entity (`entity_2`)
D6Joint,
RelativePosition2,
Vec3,
relative_offset_2,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The orientation of the joint relative to the second entity (`entity_2`)
D6Joint,
RelativeOrientation2,
Quat,
relative_orientation_2,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Sets the force threshold for breaking the joint. Default is std::f32::MAX (effectively unbreakable).
D6Joint,
BreakForce,
f32,
break_force,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Sets the torque threshold for breaking the joint. Default is std::f32::MAX (effectively unbreakable).
D6Joint,
BreakTorque,
f32,
break_torque,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Lets you check whether the joint is broken. Cannot be modified.
D6Joint,
IsBroken,
bool,
is_broken,
ValueAccessorRead
);
impl_world_accessor!(
/// If non-zero, linear projection is enabled (a way of resolving tricky physics situations by moving
/// the parts into place), and the linear projection tolerance is set to this value.
///
/// Projection is a on-physical process that violates conservation laws and collision meshes.
/// Only turn it on if you absolutely need to.
D6Joint,
ProjectionLinearTolerance,
f32,
projection_linear_tolerance,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// If non-zero, projection is enabled (a way of resolving tricky physics situations by turning
/// the parts into place), and the angular projection tolerance is set to this value.
///
/// Projection is a on-physical process that violates conservation laws and collision meshes.
/// Only turn it on if you absolutely need to.
D6Joint,
ProjectionAngularTolerance,
f32,
projection_angular_tolerance,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Turns on joint drive. Note that this disables the use of limits on the joint.
D6Joint,
DriveEnabled,
bool,
drive_enable,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Get the raw translation between the two parts of the joint.
D6Joint,
RelativePosition,
Vec3,
relative_position,
ValueAccessorRead
);
impl_world_accessor!(
/// Get the raw rotation between the two parts of the joint. Not decomposed into TSS (twist, swing1, swing2).
D6Joint,
RelativeRotation,
Quat,
relative_rotation,
ValueAccessorRead
);
impl_world_accessor!(
/// Gets the rotation decomposed into TSS (twist, swing1, swing2).
D6Joint,
RelativeAngles,
Vec3,
relative_angles,
ValueAccessorRead
);
impl_world_accessor!(
/// The limit bounds of a D6 joint. x is min, y is max, what exactly it limits depends on the joint type.
D6Joint,
LinearLimit,
f32,
linear_limit,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The linear limit type of a D6 joint.
D6Joint,
LinearLimitType,
JointLimitType,
linear_limit_type,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The linear limit spring of a D6 joint.
D6Joint,
LinearLimitSpring,
D6SpringParams,
linear_limit_spring,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The twist limit bounds of a D6 joint.
D6Joint,
TwistLimit,
Vec2,
twist_limit,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The linear limit type of a D6 joint.
D6Joint,
TwistLimitType,
JointLimitType,
twist_limit_type,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The linear limit spring of a D6 joint.
D6Joint,
TwistLimitSpring,
D6SpringParams,
twist_limit_spring,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The swing limit bounds of a D6 joint (angular)
D6Joint,
SwingLimit,
Vec2,
swing_limit,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The linear limit type of a D6 joint.
D6Joint,
SwingLimitType,
JointLimitType,
swing_limit_type,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The swing limit spring of a D6 joint.
D6Joint,
SwingLimitSpring,
D6SpringParams,
swing_limit_spring,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Goal position of the D6 drive.
D6Joint,
DrivePosition,
Vec3,
drive_position,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Goal rotation of the D6 drive.
D6Joint,
DriveRotation,
Quat,
drive_rotation,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Goal linear velocity of the D6 drive.
D6Joint,
DriveLinearVelocity,
Vec3,
drive_linear_velocity,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Goal angular velocity of the D6 drive.
D6Joint,
DriveAngularVelocity,
Vec3,
drive_angular_velocity,
ValueAccessorReadWrite
);
impl_world_accessor_indexed!(
/// Set the motion type of each of the D6 joint's six axes, `D6Axis`. Can be locked, limited or free.
///
/// By default, all six axis are locked, so you need to unlock any axis you would like enable movement of.
///
/// ## Hinge
///
/// Free movement aroudn the X axis:
///
/// ``` rust
/// joint.motion(D6Axis::Twist).set(D6MotionType::Free);
/// ```
///
/// ## Ball-socket joint
///
/// ``` rust
/// joint.motion(D6Axis::Twist).set(D6MotionType::Free);
/// joint.motion(D6Axis::Swing1).set(D6MotionType::Free);
/// joint.motion(D6Axis::Swing2).set(D6MotionType::Free);
/// ```
D6Joint,
MotionX,
D6MotionType,
motion,
D6Axis,
ValueAccessorReadWrite
);
impl_world_accessor_indexed!(
/// Lets you control the six possible drives from `D6Drive` by setting a `D6DriveParams`.
D6Joint,
DriveParamsX,
D6DriveParams,
drive_params,
D6Drive,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Controls whether drive is a force (false) or acceleration (true). Acceleration is much easier to tune since it
/// will automatically compute the appropriate force for the masses involved, so it's the default and
/// recommended value.
D6Joint,
DriveIsAcceleration,
bool,
drive_is_acceleration,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Returns the linear force currently exerted on the joint constraint.
D6Joint,
LinearForce,
Vec3,
linear_force,
ValueAccessorRead
);
impl_world_accessor!(
/// Returns the angular force currently exerted on the joint constraint.
D6Joint,
AngularForce,
Vec3,
angular_force,
ValueAccessorRead
);
}
impl_world_component!(D6Joint);