API Documentation
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1 /* 2 GLGE WebGL Graphics Engine 3 Copyright (c) 2011, Paul Brunt 4 All rights reserved. 5 6 Redistribution and use in source and binary forms, with or without 7 modification, are permitted provided that the following conditions are met: 8 * Redistributions of source code must retain the above copyright 9 notice, this list of conditions and the following disclaimer. 10 * Redistributions in binary form must reproduce the above copyright 11 notice, this list of conditions and the following disclaimer in the 12 documentation and/or other materials provided with the distribution. 13 * Neither the name of GLGE nor the 14 names of its contributors may be used to endorse or promote products 15 derived from this software without specific prior written permission. 16 17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 20 DISCLAIMED. IN NO EVENT SHALL PAUL BRUNT BE LIABLE FOR ANY 21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27 */ 28 29 /** 30 * @fileOverview 31 * @name glge_constraintpoint.js 32 * @author me@paulbrunt.co.uk 33 */ 34 35 36 (function(GLGE){ 37 38 /** 39 * @class A wrapping class for jiglib constraint point 40 * @augments GLGE.QuickNotation 41 * @augments GLGE.JSONLoader 42 */ 43 GLGE.PhysicsConstraintPoint=function(){ 44 } 45 GLGE.augment(GLGE.QuickNotation,GLGE.PhysicsConstraintPoint); 46 GLGE.augment(GLGE.JSONLoader,GLGE.PhysicsConstraintPoint); 47 48 GLGE.PhysicsConstraintPoint.constraint=null; 49 GLGE.PhysicsConstraintPoint.prototype.className="PhysicsConstraintPoint"; 50 51 52 /** 53 * Sets the first body to use with this constraint 54 * @param {GLGE.PhysicsAbstract} body1 The first body 55 */ 56 GLGE.PhysicsConstraintPoint.prototype.setBody1=function(body1){ 57 this.body1=body1; 58 this.updateConstraint(); 59 return this; 60 } 61 /** 62 * Sets the second body to use with this constraint 63 * @param {GLGE.PhysicsAbstract} body2 The second body 64 */ 65 GLGE.PhysicsConstraintPoint.prototype.setBody2=function(body2){ 66 this.body2=body2; 67 this.updateConstraint(); 68 return this; 69 } 70 /** 71 * Sets the constraing point on the first body 72 * @param {array} bodypos1 The first body constraint point 73 */ 74 GLGE.PhysicsConstraintPoint.prototype.setBodyPos1=function(bodypos1){ 75 if(typeof(bodypos1)=="string") bodypos1=bodypos1.split(","); 76 this.bodypos1=[parseFloat(bodypos1[0]),parseFloat(bodypos1[1]),parseFloat(bodypos1[2])]; 77 this.updateConstraint(); 78 return this; 79 } 80 /** 81 * Sets the constraing point on the second body 82 * @param {array} bodypos2 The second body constraint point 83 */ 84 GLGE.PhysicsConstraintPoint.prototype.setBodyPos2=function(bodypos2){ 85 if(typeof(bodypos2)=="string") bodypos2=bodypos2.split(","); 86 this.bodypos2=[parseFloat(bodypos2[0]),parseFloat(bodypos2[1]),parseFloat(bodypos2[2])]; 87 this.updateConstraint(); 88 return this; 89 } 90 91 /** 92 * Updates the jiglib constraint 93 * @private 94 */ 95 GLGE.PhysicsConstraintPoint.prototype.updateConstraint=function(){ 96 if(this.body1 && this.body2 && this.bodypos1 && this.bodypos2){ 97 if(this.constraint){ 98 if(this.parent && this.parent.physicsSystem) this.parent.physicsSystem.removeConstraint(this.constraint); 99 this.body1.removeConstraint(this.constraint); 100 this.body2.removeConstraint(this.constraint); 101 } 102 this.constraint=new jigLib.JConstraintPoint(this.body1.jigLibObj,this.bodypos1,this.body2.jigLibObj,this.bodypos2); 103 if(this.parent && this.parent.physicsSystem) this.parent.physicsSystem.addConstraint(this.constraint); 104 } 105 } 106 107 /** 108 * Add a new physics constraint to the scene 109 * @param {GLGE.PhysicsConstraintPoint} constraint The constraint to add to the scene 110 */ 111 GLGE.Scene.prototype.addPhysicsConstraintPoint=function(constraint){ 112 if(!this.constraints) this.constraints=[]; 113 this.constraints.push(constraint); 114 if(this.physicsSystem) this.physicsSystem.addConstraint(constraint.constraint); 115 return this; 116 } 117 118 /** 119 * Removes a physics constraint to the scene 120 * @param {GLGE.PhysicsConstraintPoint} constraint The constraint to remove from the scene 121 */ 122 GLGE.Scene.prototype.removePhysicsConstraintPoint=function(constraint){ 123 if(!this.constraints) this.constraints=[]; 124 if(this.constraints.indexOf(constraint)>-1){ 125 this.constraints.push(constraint); 126 if(this.physicsSystem) this.physicsSystem.removeConstraint(constraint.constraint); 127 } 128 return this; 129 } 130 131 132 })(GLGE);