axmol/extensions/cocostudio/CCColliderDetector.cpp

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/****************************************************************************
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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2022-02-24 18:51:36 +08:00
https://adxeproject.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "CCColliderDetector.h"
#include "CCBone.h"
#include "CCTransformHelp.h"
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using namespace cocos2d;
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namespace cocostudio
{
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#if ENABLE_PHYSICS_BOX2D_DETECT
ColliderFilter::ColliderFilter(uint16 categoryBits, uint16 maskBits, int16 groupIndex)
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: _categoryBits(categoryBits), _maskBits(maskBits), _groupIndex(groupIndex)
{}
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void ColliderFilter::updateShape(b2Fixture* fixture)
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{
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b2Filter filter;
filter.categoryBits = _categoryBits;
filter.groupIndex = _groupIndex;
filter.maskBits = _maskBits;
fixture->SetFilterData(filter);
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}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
ColliderFilter::ColliderFilter(cpCollisionType collisionType, cpGroup group)
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: _collisionType(collisionType), _group(group)
{}
void ColliderFilter::updateShape(cpShape* shape)
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{
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shape->collision_type = _collisionType;
shape->group = _group;
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}
#endif
#if ENABLE_PHYSICS_BOX2D_DETECT
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ColliderBody::ColliderBody(ContourData* contourData) : _fixture(nullptr), _contourData(contourData)
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{
CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
CC_SAFE_RETAIN(_calculatedVertexList);
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# endif
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}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderBody::ColliderBody(ContourData* contourData) : _shape(nullptr), _contourData(contourData)
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{
CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
CC_SAFE_RETAIN(_calculatedVertexList);
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# endif
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}
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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ColliderBody::ColliderBody(ContourData* contourData) : _contourData(contourData)
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{
CC_SAFE_RETAIN(_contourData);
}
#endif
ColliderBody::~ColliderBody()
{
CC_SAFE_RELEASE(_contourData);
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
CC_SAFE_DELETE(_filter);
#endif
}
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderBody::setColliderFilter(ColliderFilter* filter)
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{
*_filter = *filter;
}
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ColliderFilter* ColliderBody::getColliderFilter()
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{
return _filter;
}
#endif
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ColliderDetector* ColliderDetector::create()
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{
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ColliderDetector* pColliderDetector = new ColliderDetector();
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if (pColliderDetector->init())
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{
pColliderDetector->autorelease();
return pColliderDetector;
}
CC_SAFE_DELETE(pColliderDetector);
return nullptr;
}
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ColliderDetector* ColliderDetector::create(Bone* bone)
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{
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ColliderDetector* pColliderDetector = new ColliderDetector();
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if (pColliderDetector->init(bone))
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{
pColliderDetector->autorelease();
return pColliderDetector;
}
CC_SAFE_DELETE(pColliderDetector);
return nullptr;
}
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ColliderDetector::ColliderDetector() : _active(false)
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{
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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_body = nullptr;
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_filter = nullptr;
#endif
}
ColliderDetector::~ColliderDetector()
{
_colliderBodyList.clear();
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
CC_SAFE_DELETE(_filter);
#endif
}
bool ColliderDetector::init()
{
_colliderBodyList.clear();
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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_filter = new ColliderFilter();
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#endif
return true;
}
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bool ColliderDetector::init(Bone* bone)
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{
init();
setBone(bone);
return true;
}
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void ColliderDetector::addContourData(ContourData* contourData)
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{
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ColliderBody* colliderBody = new ColliderBody(contourData);
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_colliderBodyList.pushBack(colliderBody);
colliderBody->release();
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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std::vector<Vec2>& calculatedVertexList = colliderBody->_calculatedVertexList;
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unsigned long num = contourData->vertexList.size();
for (unsigned long i = 0; i < num; i++)
{
calculatedVertexList.push_back(Vec2());
}
#endif
}
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void ColliderDetector::addContourDataList(cocos2d::Vector<ContourData*>& contourDataList)
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{
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for (const auto& contourData : contourDataList)
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{
this->addContourData(contourData);
}
}
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void ColliderDetector::removeContourData(ContourData* contourData)
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{
std::vector<ColliderBody*> eraseList;
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for (const auto& body : _colliderBodyList)
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{
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if (body && body->getContourData() == contourData)
{
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eraseList.push_back(body);
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}
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}
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for (const auto& body : eraseList)
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{
this->_colliderBodyList.eraseObject(body);
}
}
void ColliderDetector::removeAll()
{
_colliderBodyList.clear();
}
void ColliderDetector::setActive(bool active)
{
if (_active == active)
{
return;
}
_active = active;
#if ENABLE_PHYSICS_BOX2D_DETECT
if (_body)
{
if (active)
{
setBody(_body);
}
else
{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
b2Fixture* fixture = colliderBody->getB2Fixture();
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_body->DestroyFixture(fixture);
colliderBody->setB2Fixture(nullptr);
}
}
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (_body)
{
if (_active)
{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
cpShape* shape = colliderBody->getShape();
if (shape->space_private == nullptr)
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{
cpSpaceAddShape(_body->space_private, shape);
}
}
}
else
{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
cpShape* shape = colliderBody->getShape();
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if (shape->space_private != nullptr)
{
cpSpaceRemoveShape(_body->space_private, shape);
}
}
}
}
#endif
}
bool ColliderDetector::getActive()
{
return _active;
}
const cocos2d::Vector<ColliderBody*>& ColliderDetector::getColliderBodyList()
{
return _colliderBodyList;
}
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderDetector::setColliderFilter(ColliderFilter* filter)
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{
*_filter = *filter;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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colliderBody->setColliderFilter(filter);
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# if ENABLE_PHYSICS_BOX2D_DETECT
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if (colliderBody->getB2Fixture())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
}
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# elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (colliderBody->getShape())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
}
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# endif
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}
}
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ColliderFilter* ColliderDetector::getColliderFilter()
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{
return _filter;
}
#endif
Vec2 helpPoint;
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void ColliderDetector::updateTransform(Mat4& t)
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{
if (!_active)
{
return;
}
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
ContourData* contourData = colliderBody->getContourData();
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2PolygonShape* shape = nullptr;
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if (_body != nullptr)
{
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shape = (b2PolygonShape*)colliderBody->getB2Fixture()->GetShape();
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}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpPolyShape* shape = nullptr;
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if (_body != nullptr)
{
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shape = (cpPolyShape*)colliderBody->getShape();
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}
#endif
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unsigned long num = contourData->vertexList.size();
std::vector<cocos2d::Vec2>& vs = contourData->vertexList;
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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std::vector<cocos2d::Vec2>& cvs = colliderBody->_calculatedVertexList;
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#endif
for (unsigned long i = 0; i < num; i++)
{
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helpPoint.setPoint(vs.at(i).x, vs.at(i).y);
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helpPoint = PointApplyTransform(helpPoint, t);
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
cvs.at(i).x = helpPoint.x;
cvs.at(i).y = helpPoint.y;
#endif
#if ENABLE_PHYSICS_BOX2D_DETECT
if (shape != nullptr)
{
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b2Vec2& bv = shape->m_vertices[i];
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bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO);
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (shape != nullptr)
{
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cpVect v;
v.x = helpPoint.x;
v.y = helpPoint.y;
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shape->verts[i] = v;
}
#endif
}
#if ENABLE_PHYSICS_CHIPMUNK_DETECT
cpConvexHull((int)num, shape->verts, nullptr, nullptr, 0);
for (unsigned long i = 0; i < num; i++)
{
cpVect b = shape->verts[(i + 1) % shape->numVerts];
cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i])));
shape->planes[i].n = n;
shape->planes[i].d = cpvdot(n, shape->verts[i]);
}
#endif
}
}
#if ENABLE_PHYSICS_BOX2D_DETECT
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void ColliderDetector::setBody(b2Body* pBody)
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{
_body = pBody;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
ContourData* contourData = colliderBody->getContourData();
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b2Vec2* b2bv = new b2Vec2[contourData->vertexList.size()];
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int i = 0;
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for (auto& v : contourData->vertexList)
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{
b2bv[i].Set(v.x / PT_RATIO, v.y / PT_RATIO);
i++;
}
b2PolygonShape polygon;
polygon.Set(b2bv, (int)contourData->vertexList.size());
CC_SAFE_DELETE(b2bv);
b2FixtureDef fixtureDef;
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fixtureDef.shape = &polygon;
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fixtureDef.isSensor = true;
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b2Fixture* fixture = _body->CreateFixture(&fixtureDef);
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fixture->SetUserData(_bone);
if (colliderBody->getB2Fixture() != nullptr)
{
_body->DestroyFixture(colliderBody->getB2Fixture());
}
colliderBody->setB2Fixture(fixture);
colliderBody->getColliderFilter()->updateShape(fixture);
}
}
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b2Body* ColliderDetector::getBody() const
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{
return _body;
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderDetector::setBody(cpBody* pBody)
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{
_body = pBody;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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ContourData* contourData = colliderBody->getContourData();
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ssize_t num = contourData->vertexList.size();
auto vs = contourData->vertexList;
cpVect* verts = new cpVect[num];
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for (int i = 0; i < num; i++)
{
verts[num - 1 - i].x = vs.at(i).x;
verts[num - 1 - i].y = vs.at(i).y;
}
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cpShape* shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero);
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shape->sensor = true;
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shape->data = _bone;
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if (_active)
{
cpSpaceAddShape(_body->space_private, shape);
}
colliderBody->setShape(shape);
colliderBody->getColliderFilter()->updateShape(shape);
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delete[] verts;
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}
}
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cpBody* ColliderDetector::getBody() const
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{
return _body;
}
#endif
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} // namespace cocostudio