rename syncToNode and syncToPhysics

This commit is contained in:
yangxiao 2015-06-04 12:04:41 +08:00
parent 831ca47b13
commit 73d815b0ab
5 changed files with 29 additions and 29 deletions

View File

@ -147,7 +147,7 @@ void Physics3DComponent::preSimulate()
{
if (((int)_syncFlag & (int)Physics3DComponent::PhysicsSyncFlag::NODE_TO_PHYSICS) && _physics3DObj && _owner)
{
syncToNode();
syncNodeToPhysics();
}
}
@ -155,7 +155,7 @@ void Physics3DComponent::postSimulate()
{
if (((int)_syncFlag & (int)Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE) && _physics3DObj && _owner)
{
syncToPhysics();
syncPhysicsToNode();
}
}
@ -174,7 +174,7 @@ void Physics3DComponent::setSyncFlag(PhysicsSyncFlag syncFlag)
_syncFlag = syncFlag;
}
void Physics3DComponent::syncToPhysics()
void Physics3DComponent::syncPhysicsToNode()
{
if (_physics3DObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY)
{
@ -207,7 +207,7 @@ void Physics3DComponent::syncToPhysics()
}
}
void Physics3DComponent::syncToNode()
void Physics3DComponent::syncNodeToPhysics()
{
if (_physics3DObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY)
{

View File

@ -110,14 +110,14 @@ public:
void setSyncFlag(PhysicsSyncFlag syncFlag);
/**
* align node and physics according to physics object
* synchronize node transformation to physics
*/
void syncToPhysics();
void syncNodeToPhysics();
/**
* align node and physics according to node
* synchronize physics transformation to node
*/
void syncToNode();
void syncPhysicsToNode();
CC_CONSTRUCTOR_ACCESS:
Physics3DComponent();

View File

@ -57,16 +57,16 @@ void PhysicsSprite3D::setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag)
_physicsComponent->setSyncFlag(syncFlag);
}
void PhysicsSprite3D::syncToPhysics()
void PhysicsSprite3D::syncNodeToPhysics()
{
if (_physicsComponent)
_physicsComponent->syncToPhysics();
_physicsComponent->syncNodeToPhysics();
}
void PhysicsSprite3D::syncToNode()
void PhysicsSprite3D::syncPhysicsToNode()
{
if (_physicsComponent)
_physicsComponent->syncToNode();
_physicsComponent->syncPhysicsToNode();
}
PhysicsSprite3D::PhysicsSprite3D()

View File

@ -56,11 +56,11 @@ public:
/** Set synchronization flag, see Physics3DComponent. */
void setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag);
/** Physics synchronize rendering. */
void syncToPhysics();
/** synchronize node transformation to physics. */
void syncNodeToPhysics();
/** Rendering synchronize physics. */
void syncToNode();
/** synchronize physics transformation to node. */
void syncPhysicsToNode();
CC_CONSTRUCTOR_ACCESS:
PhysicsSprite3D();

View File

@ -210,7 +210,7 @@ void Physics3DTestDemo::shootBox( const cocos2d::Vec3 &des )
this->addChild(sprite);
sprite->setPosition3D(_camera->getPosition3D());
sprite->setScale(0.5f);
sprite->syncToNode();
sprite->syncNodeToPhysics();
//optimize, only sync node to physics
sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); //sync node to physics
@ -239,7 +239,7 @@ bool BasicPhysics3DDemo::init()
floor->setScaleZ(60);
this->addChild(floor);
floor->setCameraMask((unsigned short)CameraFlag::USER1);
floor->syncToNode();
floor->syncNodeToPhysics();
//static object sync is not needed
floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
@ -263,7 +263,7 @@ bool BasicPhysics3DDemo::init()
auto sprite = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
sprite->setTexture("Images/CyanSquare.png");
sprite->setPosition3D(Vec3(x, y, z));
sprite->syncToNode();
sprite->syncNodeToPhysics();
sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
sprite->setScale(0.8f);
@ -303,7 +303,7 @@ bool Physics3DKinematicDemo::init()
floor->setPosition3D(Vec3(0.f, -1.f, 0.f));
this->addChild(floor);
floor->setCameraMask((unsigned short)CameraFlag::USER1);
floor->syncToNode();
floor->syncNodeToPhysics();
//static object sync is not needed
floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
@ -354,7 +354,7 @@ bool Physics3DKinematicDemo::init()
sprite->setScale(1.0f / sprite->getContentSize().width);
this->addChild(sprite);
sprite->setPosition3D(Vec3(x, y, z));
sprite->syncToNode();
sprite->syncNodeToPhysics();
sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
}
@ -391,7 +391,7 @@ bool Physics3DConstraintDemo::init()
sprite->setScale(0.4f);
sprite->setPosition3D(Vec3(-20.f, 5.f, 0.f));
//sync node position to physics
component->syncToNode();
component->syncNodeToPhysics();
//physics controlled, we will not set position for it, so we can skip sync node position to physics
component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
@ -414,7 +414,7 @@ bool Physics3DConstraintDemo::init()
sprite->addComponent(component);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(sprite);
component->syncToNode();
component->syncNodeToPhysics();
rigidBody->setAngularVelocity(Vec3(0,3,0));
constraint = Physics3DHingeConstraint::create(rigidBody, Vec3(4.f, 4.f, 0.5f), Vec3(0.f, 1.f, 0.f));
physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
@ -433,7 +433,7 @@ bool Physics3DConstraintDemo::init()
sprite->addComponent(component);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(sprite);
component->syncToNode();
component->syncNodeToPhysics();
rigidBody->setLinearVelocity(Vec3(0,3,0));
rbDes.mass = 0.0f;
@ -447,7 +447,7 @@ bool Physics3DConstraintDemo::init()
sprite->addComponent(component);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(sprite);
component->syncToNode();
component->syncNodeToPhysics();
Mat4 frameInA, frameInB;
Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
@ -471,7 +471,7 @@ bool Physics3DConstraintDemo::init()
sprite->addComponent(component);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(sprite);
component->syncToNode();
component->syncNodeToPhysics();
Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
frameInA.m[12] = 0.f;
@ -493,7 +493,7 @@ bool Physics3DConstraintDemo::init()
sprite->addComponent(component);
sprite->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(sprite);
component->syncToNode();
component->syncNodeToPhysics();
frameInA.setIdentity();
constraint = Physics3D6DofConstraint::create(rigidBody, frameInA, false);
physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
@ -592,7 +592,7 @@ bool Physics3DTerrainDemo::init()
auto component = Physics3DComponent::create(rigidBody);
terrain->addComponent(component);
this->addChild(terrain);
component->syncToNode();
component->syncNodeToPhysics();
component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
@ -619,7 +619,7 @@ bool Physics3DTerrainDemo::init()
sprite->setScale(1.0f / sprite->getContentSize().width);
sprite->setPosition3D(Vec3(x, y, z));
this->addChild(sprite);
sprite->syncToNode();
sprite->syncNodeToPhysics();
sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
}
}