mirror of https://github.com/axmolengine/axmol.git
268 lines
9.0 KiB
C++
268 lines
9.0 KiB
C++
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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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* Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "CCPhysicsDebugNodeChipmunk2D.h"
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#include "chipmunk/chipmunk_private.h"
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#include "base/ccTypes.h"
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#include "math/CCGeometry.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <limits.h>
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#include <string.h>
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NS_CC_EXT_BEGIN
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Vec2 physicsDebugNodeOffset;
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/*
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IMPORTANT - READ ME!
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This file sets pokes around in the private API a lot to provide efficient
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debug rendering given nothing more than reference to a Chipmunk space.
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It is not recommended to write rendering code like this in your own games
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as the private API may change with little or no warning.
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*/
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static const cpVect spring_verts[] = {
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{0.00f, 0.0f},
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{0.20f, 0.0f},
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{0.25f, 3.0f},
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{0.30f, -6.0f},
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{0.35f, 6.0f},
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{0.40f, -6.0f},
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{0.45f, 6.0f},
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{0.50f, -6.0f},
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{0.55f, 6.0f},
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{0.60f, -6.0f},
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{0.65f, 6.0f},
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{0.70f, -3.0f},
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{0.75f, 6.0f},
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{0.80f, 0.0f},
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{1.00f, 0.0f},
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};
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static const int spring_count = sizeof(spring_verts) / sizeof(cpVect);
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static Color4F ColorForBody(cpBody *body)
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{
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if (CP_BODY_TYPE_STATIC == cpBodyGetType(body) || cpBodyIsSleeping(body))
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{
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return Color4F(0.5f, 0.5f, 0.5f ,0.5f);
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}
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else if (body->sleeping.idleTime > cpBodyGetSpace(body)->sleepTimeThreshold)
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{
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return Color4F(0.33f, 0.33f, 0.33f, 0.5f);
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}
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else
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{
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return Color4F(1.0f, 0.0f, 0.0f, 0.5f);
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}
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}
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static Vec2 cpVert2Point(const cpVect &vert)
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{
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return (Vec2(vert.x, vert.y) + physicsDebugNodeOffset);
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}
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static void DrawShape(cpShape *shape, DrawNode *renderer)
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{
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cpBody *body = cpShapeGetBody(shape);
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Color4F color = ColorForBody(body);
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switch (shape->klass->type)
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{
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case CP_CIRCLE_SHAPE:
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{
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cpCircleShape *circle = (cpCircleShape *)shape;
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cpVect center = circle->tc;
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cpFloat radius = circle->r;
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renderer->drawDot(cpVert2Point(center), cpfmax(radius, 1.0), color);
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renderer->drawSegment(cpVert2Point(center), cpVert2Point(cpvadd(center, cpvmult(cpBodyGetRotation(body), radius))), 1.0, color);
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}
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break;
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case CP_SEGMENT_SHAPE:
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{
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cpSegmentShape *seg = (cpSegmentShape *)shape;
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renderer->drawSegment(cpVert2Point(seg->ta), cpVert2Point(seg->tb), cpfmax(seg->r, 1.0), color);
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}
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break;
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case CP_POLY_SHAPE:
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{
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cpPolyShape* poly = (cpPolyShape*)shape;
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Color4F line = color;
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line.a = cpflerp(color.a, 1.0, 0.5);
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int num = poly->count;
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Vec2* pPoints = new (std::nothrow) Vec2[num];
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for(int i=0;i<num;++i)
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pPoints[i] = cpVert2Point(poly->planes[i].v0);
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if (cpfmax(poly->r, 1.0) > 1.0) {
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renderer->drawPolygon(pPoints, num, Color4F(0.5f, 0.5f, 0.5f, 0.0f), poly->r, color);
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} else {
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renderer->drawPolygon(pPoints, num, color, 1.0, line);
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}
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CC_SAFE_DELETE_ARRAY(pPoints);
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}
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break;
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default:
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cpAssertHard(false, "Bad assertion in DrawShape()");
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}
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}
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static Color4F CONSTRAINT_COLOR(0, 1, 0, 0.5);
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static void DrawConstraint(cpConstraint *constraint, DrawNode *renderer)
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{
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cpBody *body_a = cpConstraintGetBodyA(constraint);
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cpBody *body_b = cpConstraintGetBodyB(constraint);
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if(cpConstraintIsPinJoint(constraint))
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{
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cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPinJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
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cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPinJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
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renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
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renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
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renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
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}
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else if(cpConstraintIsSlideJoint(constraint))
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{
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cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpSlideJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
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cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpSlideJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
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renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
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renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
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renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
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}
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else if(cpConstraintIsPivotJoint(constraint))
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{
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cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPivotJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
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cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPivotJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
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renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
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renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
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}
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else if(cpConstraintIsGrooveJoint(constraint))
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{
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cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpGrooveJointGetGrooveA(constraint), cpBodyGetRotation(body_a)));
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cpVect b = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpGrooveJointGetGrooveB(constraint), cpBodyGetRotation(body_a)));
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cpVect c = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpGrooveJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
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renderer->drawDot(cpVert2Point(c), 3.0, CONSTRAINT_COLOR);
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renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
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}
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else if(cpConstraintIsDampedSpring(constraint))
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{
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cpDampedSpring* spring = (cpDampedSpring*) constraint;
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cpVect a = cpTransformPoint(body_a->transform, spring->anchorA);
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cpVect b = cpTransformPoint(body_b->transform, spring->anchorB);
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renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
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renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
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cpVect delta = cpvsub(b, a);
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cpFloat cos = delta.x;
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cpFloat sin = delta.y;
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cpFloat s = 1.0f / cpvlength(delta);
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cpVect r1 = cpv(cos, -sin * s);
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cpVect r2 = cpv(sin, cos * s);
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cpVect* verts = (cpVect*) alloca(spring_count * sizeof(cpVect));
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for (int i = 0; i < spring_count; i++) {
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cpVect v = spring_verts[i];
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verts[i] = cpv(cpvdot(v, r1) + a.x, cpvdot(v, r2) + a.y);
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}
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for (int i = 0; i < spring_count - 1; i++) {
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renderer->drawSegment(cpVert2Point(verts[i]), cpVert2Point(verts[i+1]), 1.0, CONSTRAINT_COLOR);
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}
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}
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else
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{
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CCLOG("Cannot draw constraint");
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}
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}
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// implementation of PhysicsDebugNode
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void PhysicsDebugNodeChipmunk2D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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if (! _spacePtr)
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{
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return;
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}
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// clear the shapes information before draw current shapes.
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DrawNode::clear();
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cpSpaceEachShape(_spacePtr, (cpSpaceShapeIteratorFunc)DrawShape, this);
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cpSpaceEachConstraint(_spacePtr, (cpSpaceConstraintIteratorFunc)DrawConstraint, this);
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DrawNode::draw(renderer, transform, flags);
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}
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PhysicsDebugNodeChipmunk2D::PhysicsDebugNodeChipmunk2D()
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: _spacePtr(nullptr)
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{}
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PhysicsDebugNodeChipmunk2D* PhysicsDebugNodeChipmunk2D::create(cpSpace *space)
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{
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PhysicsDebugNodeChipmunk2D*node = new (std::nothrow) PhysicsDebugNodeChipmunk2D();
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if (node)
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{
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node->init();
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node->_spacePtr = space;
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node->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(node);
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}
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return node;
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}
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PhysicsDebugNodeChipmunk2D::~PhysicsDebugNodeChipmunk2D()
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{
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}
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cpSpace* PhysicsDebugNodeChipmunk2D::getSpace() const
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{
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return _spacePtr;
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}
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void PhysicsDebugNodeChipmunk2D::setSpace(cpSpace *space)
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{
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_spacePtr = space;
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}
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NS_CC_EXT_END
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