axmol/cocos2dx/physics_nodes/CCPhysicsSprite.cpp

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2012-11-12 15:22:26 +08:00
/* 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.h"
#endif
NS_CC_BEGIN
CCPhysicsSprite::CCPhysicsSprite()
: m_bIgnoreBodyRotation(false)
#if CC_ENABLE_CHIPMUNK_INTEGRATION
, m_pBody(NULL)
#elif CC_ENABLE_BOX2D_INTEGRATION
, m_pBody(NULL)
, m_fPTMRation(0.0f)
#endif
{}
CCPhysicsSprite* CCPhysicsSprite::create()
{
CCPhysicsSprite* pRet = new CCPhysicsSprite();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
// 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 CCPhysicsSprite::isDirty()
{
return true;
}
#if CC_ENABLE_CHIPMUNK_INTEGRATION
// Override the setters and getters to always reflect the body's properties.
const CCPoint& ChipmunkSprite::getPosition()
{
return cpBodyGetPos(m_pBody);
}
void ChipmunkSprite::setPosition(const CCPoint &pos)
{
cpBodySetPos(m_pBody, position);
}
float ChipmunkSprite::getRotation()
{
return (m_bIgnoreBodyRotation ? CCSprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(m_pBody)));
}
void ChipmunkSprite::setRotation(float fRotation)
{
if (m_bIgnoreBodyRotation)
{
CCSprite::setRotation(fRotation);
}
else
{
cpBodySetAngle(m_pBody, -CC_DEGREES_TO_RADIANS(fRotation));
}
}
// returns the transform matrix according the Chipmunk Body values
CCAffineTransform ChipmunkSprite::nodeToParentTransform()
{
cpVect rot = (m_bIgnoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotationX)) : m_pBody->rot);
float x = m_pBody->p.x + rot.x*(-m_tAnchorPointInPoints.x) - rot.y*(-m_tAnchorPointInPoints.y);
float y = m_pBody->p.y + rot.y*(-m_tAnchorPointInPoints.x) + rot.y*(-m_tAnchorPointInPoints.y);
if (m_bIgnoreAnchorPointForPosition)
{
x += m_tAnchorPointInPoints.x;
y += m_tAnchorPointInPoints.y;
}
return (m_tTransform = CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
}
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Body* ChipmunkSprite::getBody() const
{
return m_pBody;
}
void ChipmunkSprite::setBody(b2Body *pBody)
{
m_pBody = pBody;
}
float ChipmunkSprite::getPTMRatio() const
{
return m_fPTMRatio;
}
void ChipmunkSprite::setPTMRatio(float fRatio)
{
m_fPTMRatio = fRatio;
}
// Override the setters and getters to always reflect the body's properties.
const CCpoint& ChipmunkSprite::getPosition()
{
b2Vec2 pos = m_pBody->GetPosition();
float x = pos.x * m_fPTMRatio;
float y = pos.y * m_fPTMRatio;
return ccp(x,y);
}
void ChipmunkSprite::setPosition(const CCPoint &pos)
{
float angle = m_pBody->GetAngle();
m_pBody->SetTransform(b2Vec2(m_tPosition.x / m_fPTMRatio, m_tPosition.y / m_fPTMRatio), angle);
}
float ChipmunkSprite::getRotation()
{
return (m_bIgnoreBodyRotation ? CCSprite::getRotation() :
CC_RADIANS_TO_DEGREES(m_pBody->GetAngle()));
}
void ChipmunkSprite::setRotation(float fRotation)
{
if (m_bIgnoreBodyRotation)
{
CCSprite::setRotation(fRotation);
}
else
{
b2Vec2 p = m_pBody->GetPosition();
float radians = CC_DEGREES_TO_RADIANS(fRotation);
m_pBody->SetTransform(p, radians);
}
}
// returns the transform matrix according the Box2D Body values
CCAffineTransform ChipmunkSprite::nodeToParentTransform()
{
b2Vec2 pos = m_pBody->GetPosition();
float x = pos.x * m_fPTMRatio;
float y = pos.y * m_fPTMRatio;
if (m_bIgnoreAnchorPointForPosition)
{
x += m_tAnchorPointInPoints.x;
y += m_tAnchorPointInPoints.y;
}
// Make matrix
float radians = m_pBody->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if (! m_tAnchorPointInPoints.equals(CCPointZero))
{
x += c*(-m_tAnchorPointInPoints.x) + -s*(-m_tAnchorPointInPoints.y);
y += s*(-m_tAnchorPointInPoints.x) + c*(-m_tAnchorPointInPoints.y);
}
// Rot, Transition Matrix
m_tTransform = CCAffineTransformMake(c, s,
-s, c,
x, y);
return m_tTransform;
}
#endif
NS_CC_END