mirror of
https://github.com/cocos/cocos-engine.git
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155 lines
4.8 KiB
TypeScript
155 lines
4.8 KiB
TypeScript
/*
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { ccclass, help, executeInEditMode, menu, requireComponent, disallowMultiple, tooltip, displayOrder, serializable } from 'cc.decorator';
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import { EDITOR_NOT_IN_PREVIEW } from 'internal:constants';
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import { Vec3 } from '@base/math';
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import { Component } from '../../../scene-graph/component';
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import { RigidBody } from './rigid-body';
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/**
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* @en
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* A tool component to help apply force to the rigid body at each frame.
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* @zh
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* 在每帧对一个刚体施加持续的力,依赖 RigidBody 组件。
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*/
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@ccclass('cc.ConstantForce')
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@help('i18n:cc.ConstantForce')
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@requireComponent(RigidBody)
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@menu('Physics/ConstantForce')
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@disallowMultiple
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@executeInEditMode
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export class ConstantForce extends Component {
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private _rigidBody: RigidBody | null = null;
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@serializable
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private readonly _force: Vec3 = new Vec3();
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@serializable
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private readonly _localForce: Vec3 = new Vec3();
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@serializable
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private readonly _torque: Vec3 = new Vec3();
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@serializable
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private readonly _localTorque: Vec3 = new Vec3();
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private _mask = 0;
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/**
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* @en
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* Gets or sets forces in world coordinates.
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* @zh
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* 获取或设置世界坐标系下的力。
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*/
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@displayOrder(0)
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@tooltip('i18n:physics3d.constant_force.force')
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public get force (): Vec3 {
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return this._force;
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}
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public set force (value: Vec3) {
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Vec3.copy(this._force, value);
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this._maskUpdate(this._force, 1);
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}
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/**
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* @en
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* Gets or sets the forces in the local coordinate system.
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* @zh
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* 获取或设置本地坐标系下的力。
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*/
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@displayOrder(1)
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@tooltip('i18n:physics3d.constant_force.localForce')
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public get localForce (): Vec3 {
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return this._localForce;
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}
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public set localForce (value: Vec3) {
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Vec3.copy(this._localForce, value);
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this._maskUpdate(this.localForce, 2);
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}
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/**
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* @en
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* Gets or sets the torsional force in world coordinates.
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* @zh
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* 获取或设置世界坐标系下的扭转力。
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*/
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@displayOrder(2)
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@tooltip('i18n:physics3d.constant_force.torque')
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public get torque (): Vec3 {
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return this._torque;
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}
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public set torque (value: Vec3) {
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Vec3.copy(this._torque, value);
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this._maskUpdate(this._torque, 4);
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}
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/**
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* @en
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* Gets or sets the torsional force in the local coordinate system.
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* @zh
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* 获取或设置本地坐标系下的扭转力。
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*/
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@displayOrder(3)
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@tooltip('i18n:physics3d.constant_force.localTorque')
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public get localTorque (): Vec3 {
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return this._localTorque;
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}
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public set localTorque (value: Vec3) {
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Vec3.copy(this._localTorque, value);
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this._maskUpdate(this._localTorque, 8);
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}
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public onLoad (): void {
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this._rigidBody = this.node.getComponent(RigidBody);
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this._maskUpdate(this._force, 1);
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this._maskUpdate(this._localForce, 2);
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this._maskUpdate(this._torque, 4);
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this._maskUpdate(this._localTorque, 8);
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}
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public lateUpdate (dt: number): void {
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if (!EDITOR_NOT_IN_PREVIEW) {
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if (this._rigidBody != null && this._mask !== 0) {
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if (this._mask & 1) this._rigidBody.applyForce(this._force);
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if (this._mask & 2) this._rigidBody.applyLocalForce(this.localForce);
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if (this._mask & 4) this._rigidBody.applyTorque(this._torque);
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if (this._mask & 8) this._rigidBody.applyLocalTorque(this._localTorque);
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}
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}
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}
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private _maskUpdate (t: Vec3, m: number): void {
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if (t.strictEquals(Vec3.ZERO)) {
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this._mask &= ~m;
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} else {
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this._mask |= m;
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}
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}
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}
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