Files
cocos-engine/cocos/physics/framework/components/constant-force.ts
2022-05-17 11:56:06 +08:00

166 lines
4.9 KiB
TypeScript

/*
Copyright (c) 2020 Xiamen Yaji Software Co., Ltd.
https://www.cocos.com/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
import {
ccclass,
help,
executeInEditMode,
menu,
requireComponent,
disallowMultiple,
tooltip,
displayOrder,
serializable,
} from 'cc.decorator';
import { EDITOR } from 'internal:constants';
import { Component } from '../../../core/components/component';
import { RigidBody } from './rigid-body';
import { Vec3 } from '../../../core/math/vec3';
/**
* @en
* A tool component to help apply force to the rigid body at each frame.
* @zh
* 在每帧对一个刚体施加持续的力,依赖 RigidBody 组件。
*/
@ccclass('cc.ConstantForce')
@help('i18n:cc.ConstantForce')
@requireComponent(RigidBody)
@menu('Physics/ConstantForce')
@disallowMultiple
@executeInEditMode
export class ConstantForce extends Component {
private _rigidBody: RigidBody | null = null;
@serializable
private readonly _force: Vec3 = new Vec3();
@serializable
private readonly _localForce: Vec3 = new Vec3();
@serializable
private readonly _torque: Vec3 = new Vec3();
@serializable
private readonly _localTorque: Vec3 = new Vec3();
private _mask = 0;
/**
* @en
* Gets or sets forces in world coordinates.
* @zh
* 获取或设置世界坐标系下的力。
*/
@displayOrder(0)
@tooltip('i18n:physics3d.constant_force.force')
public get force () {
return this._force;
}
public set force (value: Vec3) {
Vec3.copy(this._force, value);
this._maskUpdate(this._force, 1);
}
/**
* @en
* Gets or sets the forces in the local coordinate system.
* @zh
* 获取或设置本地坐标系下的力。
*/
@displayOrder(1)
@tooltip('i18n:physics3d.constant_force.localForce')
public get localForce () {
return this._localForce;
}
public set localForce (value: Vec3) {
Vec3.copy(this._localForce, value);
this._maskUpdate(this.localForce, 2);
}
/**
* @en
* Gets or sets the torsional force in world coordinates.
* @zh
* 获取或设置世界坐标系下的扭转力。
*/
@displayOrder(2)
@tooltip('i18n:physics3d.constant_force.torque')
public get torque () {
return this._torque;
}
public set torque (value: Vec3) {
Vec3.copy(this._torque, value);
this._maskUpdate(this._torque, 4);
}
/**
* @en
* Gets or sets the torsional force in the local coordinate system.
* @zh
* 获取或设置本地坐标系下的扭转力。
*/
@displayOrder(3)
@tooltip('i18n:physics3d.constant_force.localTorque')
public get localTorque () {
return this._localTorque;
}
public set localTorque (value: Vec3) {
Vec3.copy(this._localTorque, value);
this._maskUpdate(this._localTorque, 8);
}
public onLoad () {
this._rigidBody = this.node.getComponent(RigidBody);
this._maskUpdate(this._force, 1);
this._maskUpdate(this._localForce, 2);
this._maskUpdate(this._torque, 4);
this._maskUpdate(this._localTorque, 8);
}
public lateUpdate (dt: number) {
if (!EDITOR) {
if (this._rigidBody != null && this._mask !== 0) {
if (this._mask & 1) this._rigidBody.applyForce(this._force);
if (this._mask & 2) this._rigidBody.applyLocalForce(this.localForce);
if (this._mask & 4) this._rigidBody.applyTorque(this._torque);
if (this._mask & 8) this._rigidBody.applyLocalTorque(this._localTorque);
}
}
}
private _maskUpdate (t: Vec3, m: number) {
if (t.strictEquals(Vec3.ZERO)) {
this._mask &= ~m;
} else {
this._mask |= m;
}
}
}