mirror of https://github.com/axmolengine/axmol.git
125 lines
3.8 KiB
C++
125 lines
3.8 KiB
C++
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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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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 "ScriptingCore.h"
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#include "js_manual_conversions.h"
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using namespace cocos2d;
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static CCPoint cpVect_to_ccPoint(cpVect p) {
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return CCPoint(p.x, p.y);
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}
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static cpVect ccPoint_to_cpVect(CCPoint point) {
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cpVect t;
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t.x = point.x;
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t.y = point.y;
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return t;
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}
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const cocos2d::CCPoint& CCPhysicsSprite::getPosition() {
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cpVect temp = cpBodyGetPos(_body);
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return cpVect_to_ccPoint(temp);
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}
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void CCPhysicsSprite::setPosition(const cocos2d::CCPoint &pos) {
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cpBodySetPos(_body, ccPoint_to_cpVect(getPosition()));
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// CCNode::setPosition(pos);
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}
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float CCPhysicsSprite::getRotation() {
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return (_ignoreBodyRotation ? m_fRotation : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_body)));
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}
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void CCPhysicsSprite::setRotation(float rotation) {
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if(_ignoreBodyRotation){
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m_fRotation = rotation;
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} else {
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cpBodySetAngle(_body, -CC_DEGREES_TO_RADIANS(rotation));
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m_fRotation = -CC_DEGREES_TO_RADIANS(rotation);
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}
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}
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cocos2d::CCAffineTransform CCPhysicsSprite::nodeToParentTransform() {
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cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotation)) : _body->rot);
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CGFloat x = _body->p.x + rot.x*-m_tAnchorPointInPoints.x - rot.y*-m_tAnchorPointInPoints.y;
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CGFloat y = _body->p.y + rot.y*-m_tAnchorPointInPoints.x + rot.x*-m_tAnchorPointInPoints.y;
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if(m_bIgnoreAnchorPointForPosition){
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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 = cocos2d::__CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
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}
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//
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//-(BOOL) dirty
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//{
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// return YES;
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//}
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//// Override the setters and getters to always reflect the body's properties.
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//-(CGPoint)position
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//{
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// return cpBodyGetPos(_body);
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//}
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//
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//-(void)setPosition:(CGPoint)position
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//{
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// cpBodySetPos(_body, position);
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//}
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//
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//-(float)rotation
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//{
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// return (_ignoreBodyRotation ? super.rotation : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_body)));
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//}
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//
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//-(void)setRotation:(float)rotation
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//{
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// if(_ignoreBodyRotation){
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// super.rotation = rotation;
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// } else {
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// cpBodySetAngle(_body, -CC_DEGREES_TO_RADIANS(rotation));
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// }
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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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//-(CGAffineTransform) nodeToParentTransform
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//{
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// cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(rotationX_)) : _body->rot);
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// CGFloat x = _body->p.x + rot.x*-anchorPointInPoints_.x - rot.y*-anchorPointInPoints_.y;
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// CGFloat y = _body->p.y + rot.y*-anchorPointInPoints_.x + rot.x*-anchorPointInPoints_.y;
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//
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// if(ignoreAnchorPointForPosition_){
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// x += anchorPointInPoints_.x;
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// y += anchorPointInPoints_.y;
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// }
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//
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// return (transform_ = CGAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
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//}
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//
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//@end
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