mirror of https://github.com/axmolengine/axmol.git
Chipmunk bindings : clean up code
* Remove dead code * Use generic float instead of platform-specific CGFloat
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@ -25,7 +25,6 @@
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using namespace cocos2d;
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static CCPoint cpVect_to_ccPoint(cpVect p) {
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return CCPoint(p.x, p.y);
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}
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@ -63,8 +62,8 @@ void CCPhysicsSprite::setRotation(float rotation) {
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cocos2d::CCAffineTransform CCPhysicsSprite::nodeToParentTransform() {
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cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotation)) : _body->rot);
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CGFloat x = _body->p.x + rot.x*-m_tAnchorPointInPoints.x - rot.y*-m_tAnchorPointInPoints.y;
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CGFloat y = _body->p.y + rot.y*-m_tAnchorPointInPoints.x + rot.x*-m_tAnchorPointInPoints.y;
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float x = _body->p.x + rot.x*-m_tAnchorPointInPoints.x - rot.y*-m_tAnchorPointInPoints.y;
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float y = _body->p.y + rot.y*-m_tAnchorPointInPoints.x + rot.x*-m_tAnchorPointInPoints.y;
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if(m_bIgnoreAnchorPointForPosition){
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x += m_tAnchorPointInPoints.x;
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@ -73,52 +72,3 @@ cocos2d::CCAffineTransform CCPhysicsSprite::nodeToParentTransform() {
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return (m_tTransform = cocos2d::__CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
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}
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//
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//-(BOOL) dirty
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//{
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// return YES;
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//}
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//// Override the setters and getters to always reflect the body's properties.
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//-(CGPoint)position
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//{
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// return cpBodyGetPos(_body);
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//}
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//
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//-(void)setPosition:(CGPoint)position
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//{
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// cpBodySetPos(_body, position);
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//}
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//
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//-(float)rotation
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//{
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// return (_ignoreBodyRotation ? super.rotation : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_body)));
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//}
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//
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//-(void)setRotation:(float)rotation
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//{
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// if(_ignoreBodyRotation){
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// super.rotation = rotation;
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// } else {
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// cpBodySetAngle(_body, -CC_DEGREES_TO_RADIANS(rotation));
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// }
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//}
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//
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//// returns the transform matrix according the Chipmunk Body values
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//-(CGAffineTransform) nodeToParentTransform
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//{
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// cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(rotationX_)) : _body->rot);
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// CGFloat x = _body->p.x + rot.x*-anchorPointInPoints_.x - rot.y*-anchorPointInPoints_.y;
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// CGFloat y = _body->p.y + rot.y*-anchorPointInPoints_.x + rot.x*-anchorPointInPoints_.y;
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//
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// if(ignoreAnchorPointForPosition_){
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// x += anchorPointInPoints_.x;
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// y += anchorPointInPoints_.y;
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// }
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//
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// return (transform_ = CGAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
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//}
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//
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//@end
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