axmol/cocos/editor-support/cocostudio/CCColliderDetector.cpp

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
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 "cocostudio/CCColliderDetector.h"
#include "cocostudio/CCBone.h"
#include "cocostudio/CCTransformHelp.h"
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#if ENABLE_PHYSICS_BOX2D_DETECT
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#include "Box2D/Box2D.h"
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
#include "chipmunk.h"
#endif
using namespace cocos2d;
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namespace cocostudio {
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#if ENABLE_PHYSICS_BOX2D_DETECT
ColliderFilter::ColliderFilter(unsigned short categoryBits, unsigned short maskBits, signed short groupIndex)
: _categoryBits(categoryBits)
, _maskBits(maskBits)
, _groupIndex(groupIndex)
{
}
void ColliderFilter::updateShape(b2Fixture *fixture)
{
b2Filter filter;
filter.categoryBits = _categoryBits;
filter.groupIndex = _groupIndex;
filter.maskBits = _maskBits;
fixture->SetFilterData(filter);
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderFilter::ColliderFilter(uintptr_t collisionType, uintptr_t group)
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: _collisionType(collisionType)
, _group(group)
{
}
void ColliderFilter::updateShape(cpShape *shape)
{
shape->collision_type = _collisionType;
shape->group = _group;
}
#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
ColliderBody::ColliderBody(ContourData *contourData)
: _fixture(nullptr)
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, _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
_calculatedVertexList = Array::create();
CC_SAFE_RETAIN(_calculatedVertexList);
#endif
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}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
ColliderBody::ColliderBody(ContourData *contourData)
: _shape(nullptr)
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, _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
_calculatedVertexList = Array::create();
CC_SAFE_RETAIN(_calculatedVertexList);
#endif
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}
#endif
ColliderBody::~ColliderBody()
{
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CC_SAFE_RELEASE(_contourData);
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CC_SAFE_DELETE(_filter);
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
CC_SAFE_RELEASE(_calculatedVertexList);
#endif
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}
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void ColliderBody::setColliderFilter(ColliderFilter *filter)
{
*_filter = *filter;
}
ColliderFilter *ColliderBody::getColliderFilter()
{
return _filter;
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}
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ColliderDetector *ColliderDetector::create()
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{
ColliderDetector *pColliderDetector = new ColliderDetector();
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if (pColliderDetector && pColliderDetector->init())
{
pColliderDetector->autorelease();
return pColliderDetector;
}
CC_SAFE_DELETE(pColliderDetector);
return nullptr;
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}
ColliderDetector *ColliderDetector::create(Bone *bone)
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{
ColliderDetector *pColliderDetector = new ColliderDetector();
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if (pColliderDetector && pColliderDetector->init(bone))
{
pColliderDetector->autorelease();
return pColliderDetector;
}
CC_SAFE_DELETE(pColliderDetector);
return nullptr;
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}
ColliderDetector::ColliderDetector()
: _colliderBodyList(nullptr)
, _filter(nullptr)
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, _active(false)
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{
_body = nullptr;
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}
ColliderDetector::~ColliderDetector()
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{
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_colliderBodyList->removeAllObjects();
CC_SAFE_DELETE(_colliderBodyList);
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CC_SAFE_DELETE(_filter);
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}
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bool ColliderDetector::init()
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{
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_colliderBodyList = Array::create();
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CCASSERT(_colliderBodyList, "create _colliderBodyList failed!");
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_colliderBodyList->retain();
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_filter = new ColliderFilter();
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return true;
}
bool ColliderDetector::init(Bone *bone)
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{
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init();
setBone(bone);
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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->addObject(colliderBody);
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colliderBody->release();
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
CCArray *calculatedVertexList = colliderBody->getCalculatedVertexList();
int num = contourData->vertexList.count();
for (int i = 0; i < num; i++)
{
ContourVertex2 *newVertex = new ContourVertex2(0, 0);
calculatedVertexList->addObject(newVertex);
newVertex->release();
}
#endif
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}
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void ColliderDetector::addContourDataList(Array *contourDataList)
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{
for(auto object : *contourDataList)
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{
addContourData((ContourData *)object);
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}
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}
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void ColliderDetector::removeContourData(ContourData *contourData)
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{
for(auto object : *_colliderBodyList)
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{
ColliderBody *body = (ColliderBody*)object;
if (body && body->getContourData() == contourData)
{
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_colliderBodyList->removeObject(body);
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}
}
}
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void ColliderDetector::removeAll()
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{
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_colliderBodyList->removeAllObjects();
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}
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void ColliderDetector::setActive(bool active)
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{
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if (_active == active)
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{
return;
}
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_active = active;
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (_body)
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{
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if (active)
{
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setBody(_body);
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}
else
{
for(auto object : *_colliderBodyList)
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{
ColliderBody *colliderBody = (ColliderBody *)object;
b2Fixture *fixture = colliderBody->getB2Fixture();
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_body->DestroyFixture(fixture);
colliderBody->setB2Fixture(nullptr);
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}
}
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (_body)
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{
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if (_active)
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{
for(auto object : *_colliderBodyList)
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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);
}
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}
}
else
{
for(auto object : *_colliderBodyList)
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{
ColliderBody *colliderBody = (ColliderBody *)object;
cpShape *shape = colliderBody->getShape();
if (shape->space_private != nullptr)
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{
cpSpaceRemoveShape(_body->space_private, shape);
}
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}
}
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}
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#endif
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}
bool ColliderDetector::getActive()
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{
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return _active;
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}
Array *ColliderDetector::getColliderBodyList()
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{
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return _colliderBodyList;
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}
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void ColliderDetector::setColliderFilter(ColliderFilter *filter)
{
*_filter = *filter;
for(auto object : *_colliderBodyList)
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{
ColliderBody *colliderBody = (ColliderBody *)object;
colliderBody->setColliderFilter(filter);
#if ENABLE_PHYSICS_BOX2D_DETECT
if (colliderBody->getB2Fixture())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (colliderBody->getShape())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
}
#endif
}
}
ColliderFilter *ColliderDetector::getColliderFilter()
{
return _filter;
}
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Point helpPoint;
void ColliderDetector::updateTransform(AffineTransform &t)
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{
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if (!_active)
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{
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return;
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}
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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
b2PolygonShape *shape = nullptr;
if (_body != nullptr)
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{
shape = (b2PolygonShape *)colliderBody->getB2Fixture()->GetShape();
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpPolyShape *shape = nullptr;
if (_body != nullptr)
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{
shape = (cpPolyShape *)colliderBody->getShape();
}
#endif
int num = contourData->vertexList.count();
ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr;
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
ContourVertex2 **cvs = (ContourVertex2 **)colliderBody->getCalculatedVertexList()->data->arr;
#endif
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for (int i = 0; i < num; i++)
{
helpPoint.setPoint( vs[i]->x, vs[i]->y);
helpPoint = PointApplyAffineTransform(helpPoint, t);
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
cvs[i]->x = helpPoint.x;
cvs[i]->y = helpPoint.y;
#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
if (shape != nullptr)
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{
b2Vec2 &bv = shape->m_vertices[i];
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;
shape->verts[i] = v;
}
#endif
}
#if ENABLE_PHYSICS_CHIPMUNK_DETECT
cpConvexHull(num, shape->verts, nullptr, nullptr, 0);
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for (int 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
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}
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT
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void ColliderDetector::setBody(b2Body *pBody)
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{
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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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const Array *array = &contourData->vertexList;
Object *object = nullptr;
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b2Vec2 *b2bv = new b2Vec2[contourData->vertexList.count()];
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int i = 0;
for(auto object : *array)
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{
ContourVertex2 *v = (ContourVertex2 *)object;
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b2bv[i].Set(v->x / PT_RATIO, v->y / PT_RATIO);
i++;
}
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b2PolygonShape polygon;
polygon.Set(b2bv, contourData->vertexList.count());
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CC_SAFE_DELETE(b2bv);
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b2FixtureDef fixtureDef;
fixtureDef.shape = &polygon;
fixtureDef.isSensor = true;
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b2Fixture *fixture = _body->CreateFixture(&fixtureDef);
fixture->SetUserData(_bone);
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if (colliderBody->getB2Fixture() != nullptr)
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{
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_body->DestroyFixture(colliderBody->getB2Fixture());
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}
colliderBody->setB2Fixture(fixture);
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colliderBody->getColliderFilter()->updateShape(fixture);
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}
}
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b2Body *ColliderDetector::getBody() const
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{
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return _body;
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}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
void ColliderDetector::setBody(cpBody *pBody)
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{
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_body = pBody;
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for(auto object : *_colliderBodyList)
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{
ColliderBody *colliderBody = (ColliderBody *)object;
ContourData *contourData = colliderBody->getContourData();
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int num = contourData->vertexList.count();
ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr;
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cpVect *verts = new cpVect[num];
for (int i = 0; i < num; i++)
{
verts[num - 1 - i].x = vs[i]->x;
verts[num - 1 - i].y = vs[i]->y;
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}
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cpShape *shape = cpPolyShapeNew(_body, 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);
}
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colliderBody->setShape(shape);
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colliderBody->getColliderFilter()->updateShape(shape);
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delete []verts;
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}
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}
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cpBody *ColliderDetector::getBody() const
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{
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return _body;
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}
#endif
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}