mirror of https://github.com/axmolengine/axmol.git
125 lines
3.9 KiB
C
125 lines
3.9 KiB
C
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/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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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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#pragma once
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#include "base/ccConfig.h" // to include defination of CC_USE_PHYSICS
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#if CC_USE_PHYSICS
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#include <vector>
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#include <unordered_map>
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#include "platform/CCPlatformMacros.h"
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NS_CC_BEGIN
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class ComponentPhysics2d;
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class PhysicsWorld;
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class Scene;
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class Node;
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/**
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* @addtogroup physics
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* @{
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* @addtogroup physics_2d
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* @{
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*/
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/**
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* Now `PhysicsManager` belongs to a `Scene`. `Scene` will create `PhysicsManager` automatically.
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* The reason to design like this are:
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* - PhysicsManager keeps physics world, it is reasonale that a scene has its own physics world.
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* It is useful that when a scene is active again, you don't have to create physics world and
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* do all related things again.
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* - Keep compatibility
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*/
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class CC_DLL PhysicsManager
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{
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public:
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/// @cond DO_NOT_SHOW
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/**
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* Create a PhysicsManager with `Scene`. `Scene` will create it automatically,
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* so don't create it yourself.
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*
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* @scene The scene this `PhysicsManager` belongs to.
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*/
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PhysicsManager(Scene *scene);
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/**
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* Destructor.
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*/
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~PhysicsManager();
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/**
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* Do physics simulation. It will do the following things:
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* - synchronize Node's status(position, rotation, scale) to corresponding physics body
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* - do physics simulation
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* - synchronize physics body's status(position, rotation) to correspondind Node
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*
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* It is invoked by `Scene`, don't invoke it yourself.
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*/
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void update(float dt);
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/// @endcond DO_NOT_SHOW
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/**
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* Get the physics world.
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*
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* @return Physics world managed by this `PhysicsManager`.
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*/
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PhysicsWorld* getPhysicsWorld() const;
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/**
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* Add a physics component to be managed by the `PhysicsManager`. Will register physics
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* component's physics body to physics world managed by this `PhysicsManager`.
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*
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* @param componentPhsics2d The physics component to be managed by this `PhysicsManager`.
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*/
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void addPhysicsComponent(ComponentPhysics2d* componentPhsics2d);
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/**
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* Remove a physics component from `PhysiscsManager`. Will remove physics component's physics
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* body from the physics world managed by this `PhysicsManager`.
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*/
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void removePhysicsComponent(ComponentPhysics2d* componentPhsics2d);
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private:
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void beforeSimulation(Node *node);
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void afterSimulation(Node* node);
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void removeElementFromMap(ComponentPhysics2d* component);
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private:
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std::vector<ComponentPhysics2d*> _components;
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// record the owners of components for performance
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std::unordered_map<Node*, ComponentPhysics2d*> _owners;
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PhysicsWorld *_physicsWorld;
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Scene *_scene;
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};
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/** @} */
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/** @} */
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NS_CC_END
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#endif // CC_USE_PHYSICS
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