armory/Sources/armory/trait/physics/bullet/PhysicsConstraintExportHelper.hx
2021-06-24 23:12:51 +02:00

61 lines
1.5 KiB
Haxe

package armory.trait.physics.bullet;
import iron.Scene;
import iron.object.Object;
#if arm_bullet
/**
* A helper trait to add physics constraints when exporting via Blender.
* This trait will be automatically removed once the constraint is added. Note that this trait
* uses object names instead of object reference.
**/
class PhysicsConstraintExportHelper extends iron.Trait {
var body1: String;
var body2: String;
var type: Int;
var disableCollisions: Bool;
var breakingThreshold: Float;
var limits: Array<Float>;
var constraintAdded: Bool = false;
var relativeConstraint: Bool = false;
public function new(body1: String, body2: String, type: Int, disableCollisions: Bool, breakingThreshold: Float, relatieConstraint: Bool = false, limits: Array<Float> = null) {
super();
this.body1 = body1;
this.body2 = body2;
this.type = type;
this.disableCollisions = disableCollisions;
this.breakingThreshold = breakingThreshold;
this.relativeConstraint = relatieConstraint;
this.limits = limits;
notifyOnInit(init);
notifyOnUpdate(update);
}
function init() {
var target1;
var target2;
if(relativeConstraint) {
target1 = object.parent.getChild(body1);
target2 = object.parent.getChild(body2);
}
else {
target1 = Scene.active.getChild(body1);
target2 = Scene.active.getChild(body2);
}
object.addTrait(new PhysicsConstraint(target1, target2, type, disableCollisions, breakingThreshold, limits));
constraintAdded = true;
}
function update() {
if(constraintAdded) this.remove();
}
}
#end