issue #1686:synchronize CCPhysicsSprite.cpp

This commit is contained in:
minggo 2013-02-27 16:12:28 +08:00
parent d4abc272c0
commit 510c54ffb0
1 changed files with 39 additions and 19 deletions

View File

@ -210,17 +210,22 @@ void CCPhysicsSprite::setRotation(float fRotation)
// returns the transform matrix according the Chipmunk Body values
CCAffineTransform CCPhysicsSprite::nodeToParentTransform()
{
cpVect rot = (m_bIgnoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotationX)) : m_pCPBody->rot);
float x = m_pCPBody->p.x + rot.x*(-m_obAnchorPointInPoints.x) - rot.y*(-m_obAnchorPointInPoints.y);
float y = m_pCPBody->p.y + rot.y*(-m_obAnchorPointInPoints.x) + rot.x*(-m_obAnchorPointInPoints.y);
if (m_bIgnoreAnchorPointForPosition)
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
cpVect rot = (m_bIgnoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotationX)) : m_pCPBody->rot);
float x = m_pCPBody->p.x + rot.x * -m_obAnchorPointInPoints.x * m_fScaleX - rot.y * -m_obAnchorPointInPoints.y * m_fScaleY;
float y = m_pCPBody->p.y + rot.y * -m_obAnchorPointInPoints.x * m_fScaleX + rot.x * -m_obAnchorPointInPoints.y * m_fScaleY;
if (m_bIgnoreAnchorPointForPosition)
{
x += m_obAnchorPointInPoints.x;
y += m_obAnchorPointInPoints.y;
}
return (m_sTransform = CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y));
x += m_obAnchorPointInPoints.x;
y += m_obAnchorPointInPoints.y;
}
return (m_sTransform = CCAffineTransformMake(rot.x * m_fScaleX, rot.y * m_fScaleX,
-rot.y * m_fScaleY, rot.x * m_fScaleY,
x, y));
}
#elif CC_ENABLE_BOX2D_INTEGRATION
@ -285,12 +290,10 @@ void CCPhysicsSprite::setRotation(float fRotation)
// returns the transform matrix according the Box2D Body values
CCAffineTransform CCPhysicsSprite::nodeToParentTransform()
{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
cpVect rot = (m_bIgnoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotationX)) : m_pCPBody->rot);
float x = m_pCPBody->p.x + rot.x * -m_obAnchorPointInPoints.x * m_fScaleX - rot.y * -m_obAnchorPointInPoints.y * m_fScaleY;
float y = m_pCPBody->p.y + rot.y * -m_obAnchorPointInPoints.x * m_fScaleX + rot.x * -m_obAnchorPointInPoints.y * m_fScaleY;
b2Vec2 pos = _b2Body->GetPosition();
float x = pos.x * m_fPTMRatio;
float y = pos.y * m_fPTMRatio;
if (m_bIgnoreAnchorPointForPosition)
{
@ -298,9 +301,26 @@ CCAffineTransform CCPhysicsSprite::nodeToParentTransform()
y += m_obAnchorPointInPoints.y;
}
return (m_sTransform = CCAffineTransformMake(rot.x * m_fScaleX, rot.y * m_fScaleX,
-rot.y * m_fScaleY, rot.x * m_fScaleY,
x, y));
// Make matrix
float radians = m_pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
if (! (m_obAnchorPointInPoints.equals(CCPointZero))
{
x += ((c * -m_obAnchorPointInPoints.x * m_fScaleX) + (-s * -m_obAnchorPointInPoints.y * m_fScaleY));
y += ((s * -m_obAnchorPointInPoints.x * m_fScaleX) + (c * -m_obAnchorPointInPoints.y * m_fScaleY));
}
// Rot, Translate Matrix
m_sTransform = CCAffineTransformMake( c * m_fScaleX, s * m_fScaleX,
-s * m_fScaleY, c * m_fScaleY,
x, y );
return m_sTransform;
}
#endif