flutter/packages/flutter_sprites/lib/physics_joint.dart
2015-10-12 13:39:20 -07:00

114 lines
2.8 KiB
Dart

part of skysprites;
abstract class PhysicsJoint {
PhysicsJoint(this.bodyA, this.bodyB) {
bodyA._joints.add(this);
bodyB._joints.add(this);
}
PhysicsBody bodyA;
PhysicsBody bodyB;
bool _active = true;
box2d.Joint _joint;
PhysicsNode _physicsNode;
void _completeCreation() {
if (bodyA._attached && bodyB._attached) {
_attach(bodyA._physicsNode);
}
}
void _attach(PhysicsNode physicsNode) {
if (_joint == null) {
_physicsNode = physicsNode;
_joint = _createB2Joint(physicsNode);
}
}
void _detach() {
if (_joint != null && _active) {
_physicsNode.b2World.destroyJoint(_joint);
_joint = null;
}
_active = false;
}
box2d.Joint _createB2Joint(PhysicsNode physicsNode);
}
class PhysicsJointRevolute extends PhysicsJoint {
PhysicsJointRevolute(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.worldAnchor, {
double lowerAngle: 0.0,
double upperAngle: 0.0,
bool enableLimit: false
}) : super(bodyA, bodyB) {
this.lowerAngle = lowerAngle;
this.upperAngle = upperAngle;
this.enableLimit = enableLimit;
_completeCreation();
}
Point worldAnchor;
double lowerAngle;
double upperAngle;
bool enableLimit;
box2d.Joint _createB2Joint(PhysicsNode physicsNode) {
// Create Joint Definition
Vector2 vecAnchor = new Vector2(
worldAnchor.x / physicsNode.b2WorldToNodeConversionFactor,
worldAnchor.y / physicsNode.b2WorldToNodeConversionFactor
);
box2d.RevoluteJointDef b2Def = new box2d.RevoluteJointDef();
b2Def.initialize(bodyA._body, bodyB._body, vecAnchor);
b2Def.enableLimit = enableLimit;
b2Def.lowerAngle = lowerAngle;
b2Def.upperAngle = upperAngle;
// Create joint
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointPrismatic extends PhysicsJoint {
PhysicsJointPrismatic(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.axis) : super(bodyA, bodyB) {
_completeCreation();
}
Offset axis;
box2d.Joint _createB2Joint(PhysicsNode physicsNode) {
box2d.PrismaticJointDef b2Def = new box2d.PrismaticJointDef();
b2Def.initialize(bodyA._body, bodyB._body, bodyA._body.position, new Vector2(axis.dx, axis.dy));
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointWeld extends PhysicsJoint {
PhysicsJointWeld(
PhysicsBody bodyA,
PhysicsBody bodyB) : super(bodyA, bodyB) {
_completeCreation();
}
box2d.Joint _createB2Joint(PhysicsNode physicsNode) {
box2d.WeldJointDef b2Def = new box2d.WeldJointDef();
Vector2 middle = new Vector2(
(bodyA._body.position.x + bodyB._body.position.x) / 2.0,
(bodyA._body.position.y + bodyB._body.position.y) / 2.0
);
b2Def.initialize(bodyA._body, bodyB._body, middle);
return physicsNode.b2World.createJoint(b2Def);
}
}