💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_SYSTEM_CONSTRAINT_HPP
#define ANTKEEPER_GAME_SYSTEM_CONSTRAINT_HPP
#include "game/system/updatable.hpp"
#include "game/component/transform.hpp"
#include "game/component/constraint/constraint.hpp"
#include "entity/id.hpp"
namespace game {
namespace system {
/**
* Applies constraint stacks to transform components.
*
* @see game::component::constraint_stack
* @see game::component::constraint_stack_node
* @see game::component::constraint
*/
class constraint:
public updatable
{
public:
constraint(entity::registry& registry);
~constraint();
virtual void update(double t, double dt);
private:
void on_constraint_stack_update(entity::registry& registry, entity::id constraint_stack_eid);
void handle_constraint(component::transform& transform, entity::id constraint_eid, float dt);
void handle_child_of_constraint(component::transform& transform, const component::constraint::child_of& constraint);
void handle_copy_rotation_constraint(component::transform& transform, const component::constraint::copy_rotation& constraint);
void handle_copy_scale_constraint(component::transform& transform, const component::constraint::copy_scale& constraint);
void handle_copy_transform_constraint(component::transform& transform, const component::constraint::copy_transform& constraint);
void handle_copy_translation_constraint(component::transform& transform, const component::constraint::copy_translation& constraint);
void handle_pivot_constraint(component::transform& transform, const component::constraint::pivot& constraint);
void handle_spring_rotation_constraint(component::transform& transform, component::constraint::spring_rotation& constraint, float dt);
void handle_spring_to_constraint(component::transform& transform, component::constraint::spring_to& constraint, float dt);
void handle_spring_translation_constraint(component::transform& transform, component::constraint::spring_translation& constraint, float dt);
void handle_three_dof_constraint(component::transform& transform, const component::constraint::three_dof& constraint);
void handle_track_to_constraint(component::transform& transform, const component::constraint::track_to& constraint);
};
} // namespace system
} // namespace game
#endif // ANTKEEPER_GAME_SYSTEM_CONSTRAINT_HPP