mirror of https://github.com/axmolengine/axmol.git
208 lines
5.5 KiB
C++
208 lines
5.5 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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*
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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 "CCPhysicsSprite.h"
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#include "support/CCPointExtension.h"
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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#include "chipmunk.h"
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#elif CC_ENABLE_BOX2D_INTEGRATION
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#include "Box2D.h"
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#endif
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NS_CC_BEGIN
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CCPhysicsSprite::CCPhysicsSprite()
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: m_bIgnoreBodyRotation(false)
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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, m_pBody(NULL)
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#elif CC_ENABLE_BOX2D_INTEGRATION
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, m_pBody(NULL)
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, m_fPTMRation(0.0f)
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#endif
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{}
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CCPhysicsSprite* CCPhysicsSprite::create()
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{
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CCPhysicsSprite* pRet = new CCPhysicsSprite();
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if (pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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// this method will only get called if the sprite is batched.
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// return YES if the physic's values (angles, position ) changed.
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// If you return NO, then nodeToParentTransform won't be called.
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bool CCPhysicsSprite::isDirty()
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{
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return true;
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}
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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// Override the setters and getters to always reflect the body's properties.
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const CCPoint& ChipmunkSprite::getPosition()
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{
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return cpBodyGetPos(m_pBody);
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}
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void ChipmunkSprite::setPosition(const CCPoint &pos)
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{
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cpBodySetPos(m_pBody, position);
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}
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float ChipmunkSprite::getRotation()
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{
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return (m_bIgnoreBodyRotation ? CCSprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(m_pBody)));
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}
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void ChipmunkSprite::setRotation(float fRotation)
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{
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if (m_bIgnoreBodyRotation)
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{
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CCSprite::setRotation(fRotation);
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}
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else
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{
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cpBodySetAngle(m_pBody, -CC_DEGREES_TO_RADIANS(fRotation));
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}
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}
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// returns the transform matrix according the Chipmunk Body values
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CCAffineTransform ChipmunkSprite::nodeToParentTransform()
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{
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cpVect rot = (m_bIgnoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotationX)) : m_pBody->rot);
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float x = m_pBody->p.x + rot.x*(-m_tAnchorPointInPoints.x) - rot.y*(-m_tAnchorPointInPoints.y);
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float y = m_pBody->p.y + rot.y*(-m_tAnchorPointInPoints.x) + rot.y*(-m_tAnchorPointInPoints.y);
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if (m_bIgnoreAnchorPointForPosition)
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{
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x += m_tAnchorPointInPoints.x;
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y += m_tAnchorPointInPoints.y;
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}
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return (m_tTransform = CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
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}
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#elif CC_ENABLE_BOX2D_INTEGRATION
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b2Body* ChipmunkSprite::getBody() const
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{
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return m_pBody;
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}
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void ChipmunkSprite::setBody(b2Body *pBody)
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{
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m_pBody = pBody;
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}
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float ChipmunkSprite::getPTMRatio() const
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{
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return m_fPTMRatio;
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}
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void ChipmunkSprite::setPTMRatio(float fRatio)
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{
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m_fPTMRatio = fRatio;
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}
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// Override the setters and getters to always reflect the body's properties.
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const CCpoint& ChipmunkSprite::getPosition()
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{
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b2Vec2 pos = m_pBody->GetPosition();
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float x = pos.x * m_fPTMRatio;
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float y = pos.y * m_fPTMRatio;
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return ccp(x,y);
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}
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void ChipmunkSprite::setPosition(const CCPoint &pos)
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{
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float angle = m_pBody->GetAngle();
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m_pBody->SetTransform(b2Vec2(m_tPosition.x / m_fPTMRatio, m_tPosition.y / m_fPTMRatio), angle);
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}
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float ChipmunkSprite::getRotation()
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{
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return (m_bIgnoreBodyRotation ? CCSprite::getRotation() :
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CC_RADIANS_TO_DEGREES(m_pBody->GetAngle()));
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}
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void ChipmunkSprite::setRotation(float fRotation)
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{
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if (m_bIgnoreBodyRotation)
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{
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CCSprite::setRotation(fRotation);
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}
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else
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{
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b2Vec2 p = m_pBody->GetPosition();
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float radians = CC_DEGREES_TO_RADIANS(fRotation);
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m_pBody->SetTransform(p, radians);
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}
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}
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// returns the transform matrix according the Box2D Body values
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CCAffineTransform ChipmunkSprite::nodeToParentTransform()
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{
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b2Vec2 pos = m_pBody->GetPosition();
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float x = pos.x * m_fPTMRatio;
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float y = pos.y * m_fPTMRatio;
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if (m_bIgnoreAnchorPointForPosition)
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{
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x += m_tAnchorPointInPoints.x;
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y += m_tAnchorPointInPoints.y;
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}
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// Make matrix
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float radians = m_pBody->GetAngle();
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float c = cosf(radians);
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float s = sinf(radians);
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if (! m_tAnchorPointInPoints.equals(CCPointZero))
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{
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x += c*(-m_tAnchorPointInPoints.x) + -s*(-m_tAnchorPointInPoints.y);
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y += s*(-m_tAnchorPointInPoints.x) + c*(-m_tAnchorPointInPoints.y);
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}
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// Rot, Transition Matrix
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m_tTransform = CCAffineTransformMake(c, s,
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-s, c,
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x, y);
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return m_tTransform;
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}
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#endif
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NS_CC_END
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