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/*
* FarseerUnity based on Farseer Physics Engine port:
* Copyright (c) 2012 Gabriel Ochsenhofer https://github.com/gabstv/Farseer-Unity3D
*
* Original source Box2D:
* Copyright (c) 2011 Ian Qvist http://farseerphysics.codeplex.com/
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
using UnityEngine;
using System.Collections;
using FarseerPhysics.Dynamics.Joints;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;

[AddComponentMenu("FarseerUnity/Dynamics/Joints/Distance Joint Component")]
public class FSDistanceJointComponent : FSJointComponent
{
public DistanceJoint joint;
/// <summary>
/// To alter this value at runtime, use SetLocalAnchorA(value)
/// </summary>
public Vector2 LocalAnchorA = Vector2.zero;

public float Frequency = 60f;
/// <summary>
/// To alter this value at runtime, use SetLocalAnchorB(value)
/// </summary>
public Vector2 LocalAnchorB = Vector2.zero;

public override void InitJoint ()
{
base.InitJoint ();
Vector3 p0 = new Vector3(LocalAnchorA.x, LocalAnchorA.y, -5f);
Vector3 p1 = new Vector3(LocalAnchorB.x, LocalAnchorB.y, -5f);
joint = FarseerPhysics.Factories.JointFactory.CreateDistanceJoint(FSWorldComponent.PhysicsWorld,
BodyA.PhysicsBody,
BodyB.PhysicsBody,
FSHelper.Vector3ToFVector2(p0),
FSHelper.Vector3ToFVector2(p1)
);
joint.CollideConnected = CollideConnected;
joint.Frequency = Frequency;

//joint.DampingRatio = 0.5f;
}

public override void Update ()
{
base.Update ();
}
/// <summary>
/// Sets the local anchor b at runtime.
/// </summary>
/// <param name='value'>
/// Value.
/// </param>
public void SetLocalAnchorB(Vector2 value)
{
LocalAnchorB = value;
joint.LocalAnchorB = FSHelper.Vector2ToFVector2(value);
}
/// <summary>
/// Sets the local anchor a at runtime.
/// </summary>
/// <param name='value'>
/// Value.
/// </param>
public void SetLocalAnchorA(Vector2 value)
{
LocalAnchorA = value;
joint.LocalAnchorA = FSHelper.Vector2ToFVector2(value);
}

public override void OnDrawGizmos()
{
if(BodyA == null || BodyB == null)
return;
Gizmos.color = Color.cyan;
Gizmos.DrawLine(BodyA.transform.position+new Vector3(LocalAnchorA.x,LocalAnchorA.y,BodyA.transform.position.z),
BodyB.transform.position+new Vector3(LocalAnchorB.x,LocalAnchorB.y,BodyB.transform.position.z));
}
}