#include "weld.h" #include "datatypes/cframe.h" #include "objects/datamodel.h" #include "objects/joint/jointinstance.h" #include "objects/service/jointsservice.h" #include "objects/part.h" #include "objects/service/workspace.h" #include #include #include Weld::Weld(): JointInstance(&TYPE) { } Weld::~Weld() { } void Weld::buildJoint() { // Only if both parts are set, are not the same part, are part of a workspace, and are part of the same workspace, we build the joint if (part0.expired() || part1.expired() || part0.lock() == part1.lock() || !workspaceOfPart(part0.lock()) || workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())) return; // Don't build the joint if we're not part of either a workspace or JointsService if ((!GetParent() || GetParent().value()->GetClass() != &JointsService::TYPE) && !workspace()) return; std::shared_ptr workspace = workspaceOfPart(part0.lock()).value(); // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // used to be rather than specifying an anchor rotation, so whatever. CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); part1.lock()->cframe = newFrame; workspace->SyncPartPhysics(part1.lock()); rp::FixedJointInfo jointInfo(part0.lock()->rigidBody, part1.lock()->rigidBody, (c0.Inverse() * c1).Position()); this->joint = dynamic_cast(workspace->CreateJoint(jointInfo)); jointWorkspace = workspace; } // !!! REMINDER: This has to be called manually when parts are destroyed/removed from the workspace, or joints will linger void Weld::breakJoint() { // If the joint doesn't exist, or its workspace expired (not our problem anymore), then no need to do anything if (!this->joint || jointWorkspace.expired()) return; jointWorkspace.lock()->DestroyJoint(this->joint); this->joint = nullptr; }