axmol/extensions/physics_nodes/CCPhysicsSprite.h

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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.
*/
#ifndef __PHYSICSNODES_CCPHYSICSSPRITE_H__
#define __PHYSICSNODES_CCPHYSICSSPRITE_H__
#include "cocos2d.h"
#include "ExtensionMacros.h"
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "chipmunk.h"
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#elif CC_ENABLE_BOX2D_INTEGRATION
class b2Body;
#endif // CC_ENABLE_BOX2D_INTEGRATION
NS_CC_EXT_BEGIN
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/** A CCSprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
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*/
class CCPhysicsSprite : public CCSprite
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{
protected:
bool m_bIgnoreBodyRotation;
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpBody *m_pBody;
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Body *m_pBody;
// Pixels to Meters ratio
float m_fPTMRatio;
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#endif // CC_ENABLE_CHIPMUNK_INTEGRATION
public:
static CCPhysicsSprite* create();
/** Creates an sprite with a texture.
The rect used will be the size of the texture.
The offset will be (0,0).
*/
static CCPhysicsSprite* createWithTexture(CCTexture2D *pTexture);
/** Creates an sprite with a texture and a rect.
The offset will be (0,0).
*/
static CCPhysicsSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
/** Creates an sprite with an sprite frame. */
static CCPhysicsSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
/** Creates an sprite with an sprite frame name.
An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
If the CCSpriteFrame doesn't exist it will raise an exception.
@since v0.9
*/
static CCPhysicsSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
/** Creates an sprite with an image filename.
The rect used will be the size of the image.
The offset will be (0,0).
*/
static CCPhysicsSprite* create(const char *pszFileName);
/** Creates an sprite with an image filename and a rect.
The offset will be (0,0).
*/
static CCPhysicsSprite* create(const char *pszFileName, const CCRect& rect);
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virtual bool isDirty();
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
#if CC_ENABLE_CHIPMUNK_INTEGRATION
virtual CCPoint getPosition();
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virtual void setPosition(const CCPoint &position);
virtual float getRotation();
virtual void setRotation(float fRotation);
virtual CCAffineTransform nodeToParentTransform();
/** Body accessor when using regular Chipmunk */
cpBody* getBody() const;
void setBody(cpBody *pBody);
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#elif CC_ENABLE_BOX2D_INTEGRATION
virtual CCPoint getPosition();
virtual void setPosition(const CCPoint &position);
virtual float getRotation();
virtual void setRotation(float fRotation);
virtual CCAffineTransform nodeToParentTransform();
/** Body accessor when using box2d */
b2Body* getBody() const;
void setBody(b2Body *pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
#endif // CC_ENABLE_BOX2D_INTEGRATION
protected:
CCPhysicsSprite();
};
NS_CC_EXT_END
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#endif // __PHYSICSNODES_CCPHYSICSSPRITE_H__