axmol/extensions/physics-nodes/CCPhysicsDebugNodeChipmunk2...

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
* Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
*
* 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 "CCPhysicsDebugNodeChipmunk2D.h"
#include "chipmunk/chipmunk_private.h"
#include "base/ccTypes.h"
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#include "math/CCMath.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <limits.h>
#include <string.h>
NS_AX_EXT_BEGIN
Vec2 physicsDebugNodeOffset;
/*
IMPORTANT - READ ME!
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This file sets pokes around in the private API a lot to provide efficient
debug rendering given nothing more than reference to a Chipmunk space.
It is not recommended to write rendering code like this in your own games
as the private API may change with little or no warning.
*/
static const cpVect spring_verts[] = {
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{0.00f, 0.0f}, {0.20f, 0.0f}, {0.25f, 3.0f}, {0.30f, -6.0f}, {0.35f, 6.0f},
{0.40f, -6.0f}, {0.45f, 6.0f}, {0.50f, -6.0f}, {0.55f, 6.0f}, {0.60f, -6.0f},
{0.65f, 6.0f}, {0.70f, -3.0f}, {0.75f, 6.0f}, {0.80f, 0.0f}, {1.00f, 0.0f},
};
static const int spring_count = sizeof(spring_verts) / sizeof(cpVect);
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static Color4F ColorForBody(cpBody* body)
{
if (CP_BODY_TYPE_STATIC == cpBodyGetType(body) || cpBodyIsSleeping(body))
{
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return Color4F(0.5f, 0.5f, 0.5f, 0.5f);
}
else if (body->sleeping.idleTime > cpBodyGetSpace(body)->sleepTimeThreshold)
{
return Color4F(0.33f, 0.33f, 0.33f, 0.5f);
}
else
{
return Color4F(1.0f, 0.0f, 0.0f, 0.5f);
}
}
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static Vec2 cpVert2Point(const cpVect& vert)
{
return (Vec2(vert.x, vert.y) + physicsDebugNodeOffset);
}
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static void DrawShape(cpShape* shape, DrawNode* renderer)
{
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cpBody* body = cpShapeGetBody(shape);
Color4F color = ColorForBody(body);
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switch (shape->klass->type)
{
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case CP_CIRCLE_SHAPE:
{
cpCircleShape* circle = (cpCircleShape*)shape;
cpVect center = circle->tc;
cpFloat radius = circle->r;
renderer->drawDot(cpVert2Point(center), cpfmax(radius, 1.0), color);
renderer->drawSegment(cpVert2Point(center),
cpVert2Point(cpvadd(center, cpvmult(cpBodyGetRotation(body), radius))), 1.0, color);
}
break;
case CP_SEGMENT_SHAPE:
{
cpSegmentShape* seg = (cpSegmentShape*)shape;
renderer->drawSegment(cpVert2Point(seg->ta), cpVert2Point(seg->tb), cpfmax(seg->r, 1.0), color);
}
break;
case CP_POLY_SHAPE:
{
cpPolyShape* poly = (cpPolyShape*)shape;
Color4F line = color;
line.a = cpflerp(color.a, 1.0, 0.5);
int num = poly->count;
Vec2* pPoints = new Vec2[num];
for (int i = 0; i < num; ++i)
pPoints[i] = cpVert2Point(poly->planes[i].v0);
if (cpfmax(poly->r, 1.0) > 1.0)
{
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renderer->drawPolygon(pPoints, num, Color4F(0.5f, 0.5f, 0.5f, 0.0f), poly->r, color);
}
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else
{
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renderer->drawPolygon(pPoints, num, color, 1.0, line);
}
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AX_SAFE_DELETE_ARRAY(pPoints);
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}
break;
default:
cpAssertHard(false, "Bad assertion in DrawShape()");
}
}
static Color4F CONSTRAINT_COLOR(0, 1, 0, 0.5);
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static void DrawConstraint(cpConstraint* constraint, DrawNode* renderer)
{
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cpBody* body_a = cpConstraintGetBodyA(constraint);
cpBody* body_b = cpConstraintGetBodyB(constraint);
if (cpConstraintIsPinJoint(constraint))
{
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cpVect a =
cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPinJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
cpVect b =
cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPinJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
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else if (cpConstraintIsSlideJoint(constraint))
{
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cpVect a =
cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpSlideJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
cpVect b =
cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpSlideJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
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else if (cpConstraintIsPivotJoint(constraint))
{
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cpVect a =
cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPivotJointGetAnchorA(constraint), cpBodyGetRotation(body_a)));
cpVect b =
cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPivotJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
}
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else if (cpConstraintIsGrooveJoint(constraint))
{
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cpVect a = cpvadd(cpBodyGetPosition(body_a),
cpvrotate(cpGrooveJointGetGrooveA(constraint), cpBodyGetRotation(body_a)));
cpVect b = cpvadd(cpBodyGetPosition(body_a),
cpvrotate(cpGrooveJointGetGrooveB(constraint), cpBodyGetRotation(body_a)));
cpVect c = cpvadd(cpBodyGetPosition(body_b),
cpvrotate(cpGrooveJointGetAnchorB(constraint), cpBodyGetRotation(body_b)));
renderer->drawDot(cpVert2Point(c), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
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else if (cpConstraintIsDampedSpring(constraint))
{
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cpDampedSpring* spring = (cpDampedSpring*)constraint;
cpVect a = cpTransformPoint(body_a->transform, spring->anchorA);
cpVect b = cpTransformPoint(body_b->transform, spring->anchorB);
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
cpVect delta = cpvsub(b, a);
cpFloat cos = delta.x;
cpFloat sin = delta.y;
cpFloat s = 1.0f / cpvlength(delta);
cpVect r1 = cpv(cos, -sin * s);
cpVect r2 = cpv(sin, cos * s);
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cpVect* verts = (cpVect*)alloca(spring_count * sizeof(cpVect));
for (int i = 0; i < spring_count; i++)
{
cpVect v = spring_verts[i];
verts[i] = cpv(cpvdot(v, r1) + a.x, cpvdot(v, r2) + a.y);
}
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for (int i = 0; i < spring_count - 1; i++)
{
renderer->drawSegment(cpVert2Point(verts[i]), cpVert2Point(verts[i + 1]), 1.0, CONSTRAINT_COLOR);
}
}
else
{
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AXLOG("Cannot draw constraint");
}
}
// implementation of PhysicsDebugNode
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void PhysicsDebugNodeChipmunk2D::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
{
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if (!_spacePtr)
{
return;
}
// clear the shapes information before draw current shapes.
DrawNode::clear();
cpSpaceEachShape(_spacePtr, (cpSpaceShapeIteratorFunc)DrawShape, this);
cpSpaceEachConstraint(_spacePtr, (cpSpaceConstraintIteratorFunc)DrawConstraint, this);
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DrawNode::draw(renderer, transform, flags);
}
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PhysicsDebugNodeChipmunk2D::PhysicsDebugNodeChipmunk2D() : _spacePtr(nullptr) {}
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PhysicsDebugNodeChipmunk2D* PhysicsDebugNodeChipmunk2D::create(cpSpace* space)
{
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PhysicsDebugNodeChipmunk2D* node = new PhysicsDebugNodeChipmunk2D();
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node->init();
node->_spacePtr = space;
node->autorelease();
return node;
}
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PhysicsDebugNodeChipmunk2D::~PhysicsDebugNodeChipmunk2D() {}
cpSpace* PhysicsDebugNodeChipmunk2D::getSpace() const
{
return _spacePtr;
}
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void PhysicsDebugNodeChipmunk2D::setSpace(cpSpace* space)
{
_spacePtr = space;
}
NS_AX_EXT_END