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/****************************************************************************
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Copyright ( c ) 2015 - 2017 Chukong Technologies Inc .
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http : //www.cocos2d-x.org
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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __PHYSICS_3D_COMPONENT_H__
# define __PHYSICS_3D_COMPONENT_H__
# include "base/ccConfig.h"
# include "math/CCMath.h"
# include "2d/CCComponent.h"
# if CC_USE_3D_PHYSICS
# if (CC_ENABLE_BULLET_INTEGRATION)
NS_CC_BEGIN
/**
* @ addtogroup _3d
* @ {
*/
class Physics3DObject ;
class Physics3DWorld ;
/** @brief Physics3DComponent: A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body */
class CC_DLL Physics3DComponent : public cocos2d : : Component
{
friend class Physics3DWorld ;
public :
enum class PhysicsSyncFlag
{
NONE = 0 ,
NODE_TO_PHYSICS = 1 , //align node transform to the physics
PHYSICS_TO_NODE = 2 , // align physics transform to the node
NODE_AND_NODE = NODE_TO_PHYSICS | PHYSICS_TO_NODE , //pre simulation, align the physics object to the node and align the node transform according to physics object after simulation
} ;
CREATE_FUNC ( Physics3DComponent ) ;
virtual ~ Physics3DComponent ( ) ;
virtual bool init ( ) override ;
/**
* create Physics3DComponent
* @ param physicsObj pointer to a Physics object contain in the component
* @ param translateInPhysics offset that the owner node in the physics object ' s space
* @ param rotInPhsyics offset rotation that the owner node in the physics object ' s space
* @ return created Physics3DComponent
*/
static Physics3DComponent * create ( Physics3DObject * physicsObj , const cocos2d : : Vec3 & translateInPhysics = cocos2d : : Vec3 : : ZERO , const cocos2d : : Quaternion & rotInPhsyics = cocos2d : : Quaternion : : ZERO ) ;
/**
* set Physics object to the component
*/
void setPhysics3DObject ( Physics3DObject * physicsObj ) ;
/**
* get physics object
*/
Physics3DObject * getPhysics3DObject ( ) const { return _physics3DObj ; }
/**
* get the component name , it is used to find whether it is Physics3DComponent
*/
static std : : string & getPhysics3DComponentName ( ) ;
/**
* set it enable or not
*/
virtual void setEnabled ( bool b ) override ;
virtual void onEnter ( ) override ;
virtual void onExit ( ) override ;
/**
* add this component to physics world , called by scene
*/
void addToPhysicsWorld ( Physics3DWorld * world ) ;
/**
* The node ' s transform in physics object space
*/
void setTransformInPhysics ( const cocos2d : : Vec3 & translateInPhysics , const cocos2d : : Quaternion & rotInPhsyics ) ;
/**
* synchronization between node and physics is time consuming , you can skip some synchronization using this function
*/
void setSyncFlag ( PhysicsSyncFlag syncFlag ) ;
/**
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* synchronize node transformation to physics
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*/
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void syncNodeToPhysics ( ) ;
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/**
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* synchronize physics transformation to node
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*/
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void syncPhysicsToNode ( ) ;
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CC_CONSTRUCTOR_ACCESS :
Physics3DComponent ( ) ;
protected :
void preSimulate ( ) ;
void postSimulate ( ) ;
cocos2d : : Mat4 _transformInPhysics ; //transform in physics space
cocos2d : : Mat4 _invTransformInPhysics ;
Physics3DObject * _physics3DObj ;
PhysicsSyncFlag _syncFlag ;
} ;
// end of 3d group
/// @}
NS_CC_END
# endif // CC_ENABLE_BULLET_INTEGRATION
# endif //CC_USE_3D_PHYSICS
# endif // __PHYSICS_3D_COMPONENT_H__