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/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2019-11-23 20:27:39 +08:00
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http://www.cocos2d-x.org
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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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2019-11-23 20:27:39 +08:00
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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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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
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __PHYSICS_SPRITE_3D_H__
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#define __PHYSICS_SPRITE_3D_H__
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#include "base/ccConfig.h"
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#include "3d/CCSprite3D.h"
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#include "physics3d/CCPhysics3DObject.h"
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#include "physics3d/CCPhysics3DComponent.h"
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#if CC_USE_3D_PHYSICS
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# if (CC_ENABLE_BULLET_INTEGRATION)
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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/**
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* @brief Convenient class to create a rigid body with Sprite3D
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*/
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class CC_DLL PhysicsSprite3D : public cocos2d::Sprite3D
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{
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public:
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/** creates a PhysicsSprite3D*/
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static PhysicsSprite3D* create(const std::string& modelPath,
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Physics3DRigidBodyDes* rigidDes,
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const cocos2d::Vec3& translateInPhysics = cocos2d::Vec3::ZERO,
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const cocos2d::Quaternion& rotInPhsyics = cocos2d::Quaternion::ZERO);
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/** creates a PhysicsSprite3D as a collider*/
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static PhysicsSprite3D* createWithCollider(const std::string& modelPath,
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Physics3DColliderDes* colliderDes,
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const cocos2d::Vec3& translateInPhysics = cocos2d::Vec3::ZERO,
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const cocos2d::Quaternion& rotInPhsyics = cocos2d::Quaternion::ZERO);
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/** Get the Physics3DObject. */
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Physics3DObject* getPhysicsObj() const;
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/** Set synchronization flag, see Physics3DComponent. */
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void setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag);
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/** synchronize node transformation to physics. */
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void syncNodeToPhysics();
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/** synchronize physics transformation to node. */
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void syncPhysicsToNode();
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CC_CONSTRUCTOR_ACCESS : PhysicsSprite3D();
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virtual ~PhysicsSprite3D();
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protected:
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Physics3DComponent* _physicsComponent;
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};
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// end of 3d group
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/// @}
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NS_CC_END
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# endif // CC_ENABLE_BULLET_INTEGRATION
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#endif // CC_USE_3D_PHYSICS
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#endif // __PHYSICS_SPRITE_3D_H__
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