mirror of https://github.com/axmolengine/axmol.git
100 lines
3.3 KiB
C
100 lines
3.3 KiB
C
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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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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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 __CCPHYSICS_BODY_H__
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#define __CCPHYSICS_BODY_H__
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#include "CCObject.h"
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#include "CCGeometry.h"
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#include "CCPhysicsSetting.h"
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NS_CC_BEGIN
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class Node;
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class PhysicsWorld;
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class PhysicsFixture;
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class PhysicsBody : public Object
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{
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public:
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static PhysicsBody* createCircle(Point centre, float radius);
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static PhysicsBody* createRectangle(Rect rect);
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static PhysicsBody* createPolygon(Array* points);
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static PhysicsBody* createEdgeSegment(Point x, Point y);
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static PhysicsBody* createEdgeCircle(Point centre, float radius);
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static PhysicsBody* createEdgeRectangle(Rect rect);
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static PhysicsBody* createEdgePolygon(Array* points);
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static PhysicsBody* createEdgeChain(Array* points);
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virtual void applyForce(Point force);
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virtual void applyForce(Point force, Point point);
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virtual void applyImpulse(Point impulse);
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virtual void applyImpulse(Point impulse, Point point);
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virtual void applyTorque(float torque);
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virtual void applyAngularImpulse(float impulse);
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void addFixture(PhysicsFixture* fixture);
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inline Array* getFixtures() { return _fixtures; }
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void removeFixture(PhysicsFixture* fixture);
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void removeAllFixtures();
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inline PhysicsWorld* getWorld() { return _physicsWorld; }
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inline Array* getJoints() { return _joints; }
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void setCategoryBitmask(int bitmask);
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inline int getCategoryBitmask() { return _categoryBitmask; }
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void setContactTestBitmask(int bitmask);
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inline int getContactTestBitmask() { return _contactTestBitmask; }
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void setCollisionBitmask(int bitmask);
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inline int getCollisionBitmask() { return _collisionBitmask; }
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protected:
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bool init();
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protected:
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PhysicsBody();
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virtual ~PhysicsBody();
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private:
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float _mass;
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float _density;
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float _area;
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float _friction;
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Node* _node;
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Point _velocity;
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float _angularVelocity;
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bool _resting;
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int _categoryBitmask;
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int _contactTestBitmask;
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int _collisionBitmask;
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Array* _joints;
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Array* _fixtures;
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PhysicsWorld* _physicsWorld;
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};
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NS_CC_END
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#endif // __CCPHYSICS_BODY_H__
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