axmol/extensions/physics_nodes/CCPhysicsSprite.cpp

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 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 "CCPhysicsSprite.h"
#include "support/CCPointExtension.h"
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "chipmunk.h"
#elif CC_ENABLE_BOX2D_INTEGRATION
#include "Box2D/Box2D.h"
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#endif
NS_CC_EXT_BEGIN
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PhysicsSprite::PhysicsSprite()
: _ignoreBodyRotation(false)
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
, _CPBody(NULL)
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#elif CC_ENABLE_BOX2D_INTEGRATION
, _pB2Body(NULL)
, _PTMRatio(0.0f)
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#endif
{}
PhysicsSprite* PhysicsSprite::create()
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{
PhysicsSprite* pRet = new PhysicsSprite();
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if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char *pszFileName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char *pszFileName, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
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// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then nodeToParentTransform won't be called.
bool PhysicsSprite::isDirty()
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{
return true;
}
bool PhysicsSprite::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Point& PhysicsSprite::getPosition()
{
updatePosFromPhysics();
return Node::getPosition();
}
void PhysicsSprite::getPosition(float* x, float* y)
{
updatePosFromPhysics();
return Node::getPosition(x, y);
}
float PhysicsSprite::getPositionX()
{
updatePosFromPhysics();
return _position.x;
}
float PhysicsSprite::getPositionY()
{
updatePosFromPhysics();
return _position.y;
}
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpBody* PhysicsSprite::getCPBody() const
{
return _CPBody;
}
void PhysicsSprite::setCPBody(cpBody *pBody)
{
_CPBody = pBody;
}
void PhysicsSprite::updatePosFromPhysics()
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{
cpVect cpPos = cpBodyGetPos(_CPBody);
_position = ccp(cpPos.x, cpPos.y);
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}
void PhysicsSprite::setPosition(const Point &pos)
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{
cpVect cpPos = cpv(pos.x, pos.y);
cpBodySetPos(_CPBody, cpPos);
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}
float PhysicsSprite::getRotation()
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{
return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
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}
void PhysicsSprite::setRotation(float fRotation)
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{
if (_ignoreBodyRotation)
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{
Sprite::setRotation(fRotation);
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}
else
{
cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation));
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}
}
// returns the transform matrix according the Chipmunk Body values
AffineTransform PhysicsSprite::nodeToParentTransform()
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{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : _CPBody->rot);
float x = _CPBody->p.x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY;
float y = _CPBody->p.y + rot.y * -_anchorPointInPoints.x * _scaleX + rot.x * -_anchorPointInPoints.y * _scaleY;
if (_ignoreAnchorPointForPosition)
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{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
return (_transform = AffineTransformMake(rot.x * _scaleX, rot.y * _scaleX,
-rot.y * _scaleY, rot.x * _scaleY,
x, y));
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}
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Body* PhysicsSprite::getB2Body() const
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{
return _pB2Body;
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}
void PhysicsSprite::setB2Body(b2Body *pBody)
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{
_pB2Body = pBody;
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}
float PhysicsSprite::getPTMRatio() const
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{
return _PTMRatio;
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}
void PhysicsSprite::setPTMRatio(float fRatio)
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{
_PTMRatio = fRatio;
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}
// Override the setters and getters to always reflect the body's properties.
void PhysicsSprite::updatePosFromPhysics()
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{
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
_position = ccp(x,y);
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}
void PhysicsSprite::setPosition(const Point &pos)
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{
float angle = _pB2Body->GetAngle();
_pB2Body->SetTransform(b2Vec2(pos.x / _PTMRatio, pos.y / _PTMRatio), angle);
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}
float PhysicsSprite::getRotation()
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{
return (_ignoreBodyRotation ? Sprite::getRotation() :
CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle()));
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}
void PhysicsSprite::setRotation(float fRotation)
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{
if (_ignoreBodyRotation)
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{
Sprite::setRotation(fRotation);
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}
else
{
b2Vec2 p = _pB2Body->GetPosition();
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float radians = CC_DEGREES_TO_RADIANS(fRotation);
_pB2Body->SetTransform(p, radians);
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}
}
// returns the transform matrix according the Box2D Body values
AffineTransform PhysicsSprite::nodeToParentTransform()
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{
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
if (_ignoreAnchorPointForPosition)
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{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Make matrix
float radians = _pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
if (!_anchorPointInPoints.equals(PointZero))
{
x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY));
y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY));
}
// Rot, Translate Matrix
_transform = AffineTransformMake( c * _scaleX, s * _scaleX,
-s * _scaleY, c * _scaleY,
x, y );
return _transform;
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}
#endif
NS_CC_EXT_END