armory/Sources/armory/trait/PhysicsDrag.hx
Valentín Barros 34a6a428d2 Fixed armory.trait.PhysicsDrag.update for Hashlink [fixes #1730]
Just enabling the same code used for JavaScript.
2020-07-01 09:26:05 +02:00

127 lines
3.5 KiB
Haxe
Executable file

package armory.trait;
import iron.Trait;
import iron.system.Input;
import iron.math.Vec4;
import iron.math.Mat4;
import iron.math.RayCaster;
import armory.trait.physics.RigidBody;
import armory.trait.physics.PhysicsWorld;
class PhysicsDrag extends Trait {
#if (!arm_bullet)
public function new() { super(); }
#else
var pickConstraint: bullet.Bt.Generic6DofConstraint = null;
var pickDist: Float;
var pickedBody: RigidBody = null;
var rayFrom: bullet.Bt.Vector3;
var rayTo: bullet.Bt.Vector3;
static var v = new Vec4();
static var m = Mat4.identity();
static var first = true;
public function new() {
super();
if (first) {
first = false;
notifyOnUpdate(update);
}
}
function update() {
var physics = PhysicsWorld.active;
if (pickedBody != null) pickedBody.activate();
var mouse = Input.getMouse();
if (mouse.started()) {
var b = physics.pickClosest(mouse.x, mouse.y);
if (b != null && b.mass > 0 && !b.body.isKinematicObject() && b.object.getTrait(PhysicsDrag) != null) {
setRays();
pickedBody = b;
m.getInverse(b.object.transform.world);
var hit = physics.hitPointWorld;
v.setFrom(hit);
v.applymat4(m);
var localPivot = new bullet.Bt.Vector3(v.x, v.y, v.z);
var tr = new bullet.Bt.Transform();
tr.setIdentity();
tr.setOrigin(localPivot);
pickConstraint = new bullet.Bt.Generic6DofConstraint(b.body, tr, false);
pickConstraint.setLinearLowerLimit(new bullet.Bt.Vector3(0, 0, 0));
pickConstraint.setLinearUpperLimit(new bullet.Bt.Vector3(0, 0, 0));
pickConstraint.setAngularLowerLimit(new bullet.Bt.Vector3(-10, -10, -10));
pickConstraint.setAngularUpperLimit(new bullet.Bt.Vector3(10, 10, 10));
physics.world.addConstraint(pickConstraint, false);
/*pickConstraint.setParam(4, 0.8, 0);
pickConstraint.setParam(4, 0.8, 1);
pickConstraint.setParam(4, 0.8, 2);
pickConstraint.setParam(4, 0.8, 3);
pickConstraint.setParam(4, 0.8, 4);
pickConstraint.setParam(4, 0.8, 5);
pickConstraint.setParam(1, 0.1, 0);
pickConstraint.setParam(1, 0.1, 1);
pickConstraint.setParam(1, 0.1, 2);
pickConstraint.setParam(1, 0.1, 3);
pickConstraint.setParam(1, 0.1, 4);
pickConstraint.setParam(1, 0.1, 5);*/
pickDist = v.set(hit.x - rayFrom.x(), hit.y - rayFrom.y(), hit.z - rayFrom.z()).length();
Input.occupied = true;
}
}
else if (mouse.released()) {
if (pickConstraint != null) {
physics.world.removeConstraint(pickConstraint);
pickConstraint = null;
pickedBody = null;
}
Input.occupied = false;
}
else if (mouse.down()) {
if (pickConstraint != null) {
setRays();
// Keep it at the same picking distance
var dir = new bullet.Bt.Vector3(rayTo.x() - rayFrom.x(), rayTo.y() - rayFrom.y(), rayTo.z() - rayFrom.z());
dir.normalize();
dir.setX(dir.x() * pickDist);
dir.setY(dir.y() * pickDist);
dir.setZ(dir.z() * pickDist);
var newPivotB = new bullet.Bt.Vector3(rayFrom.x() + dir.x(), rayFrom.y() + dir.y(), rayFrom.z() + dir.z());
#if (js || hl)
pickConstraint.getFrameOffsetA().setOrigin(newPivotB);
#elseif cpp
pickConstraint.setFrameOffsetAOrigin(newPivotB);
#end
}
}
}
static var start = new Vec4();
static var end = new Vec4();
inline function setRays() {
var mouse = Input.getMouse();
var camera = iron.Scene.active.camera;
var v = camera.transform.world.getLoc();
rayFrom = new bullet.Bt.Vector3(v.x, v.y, v.z);
RayCaster.getDirection(start, end, mouse.x, mouse.y, camera);
rayTo = new bullet.Bt.Vector3(end.x, end.y, end.z);
}
#end
}