mirror of https://github.com/axmolengine/axmol.git
rename syncToNode and syncToPhysics
This commit is contained in:
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831ca47b13
commit
73d815b0ab
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@ -147,7 +147,7 @@ void Physics3DComponent::preSimulate()
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{
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if (((int)_syncFlag & (int)Physics3DComponent::PhysicsSyncFlag::NODE_TO_PHYSICS) && _physics3DObj && _owner)
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{
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syncToNode();
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syncNodeToPhysics();
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}
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}
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@ -155,7 +155,7 @@ void Physics3DComponent::postSimulate()
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{
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if (((int)_syncFlag & (int)Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE) && _physics3DObj && _owner)
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{
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syncToPhysics();
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syncPhysicsToNode();
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}
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}
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@ -174,7 +174,7 @@ void Physics3DComponent::setSyncFlag(PhysicsSyncFlag syncFlag)
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_syncFlag = syncFlag;
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}
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void Physics3DComponent::syncToPhysics()
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void Physics3DComponent::syncPhysicsToNode()
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{
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if (_physics3DObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY)
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{
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@ -207,7 +207,7 @@ void Physics3DComponent::syncToPhysics()
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}
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}
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void Physics3DComponent::syncToNode()
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void Physics3DComponent::syncNodeToPhysics()
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{
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if (_physics3DObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY)
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{
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@ -110,14 +110,14 @@ public:
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void setSyncFlag(PhysicsSyncFlag syncFlag);
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/**
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* align node and physics according to physics object
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* synchronize node transformation to physics
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*/
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void syncToPhysics();
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void syncNodeToPhysics();
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/**
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* align node and physics according to node
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* synchronize physics transformation to node
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*/
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void syncToNode();
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void syncPhysicsToNode();
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CC_CONSTRUCTOR_ACCESS:
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Physics3DComponent();
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@ -57,16 +57,16 @@ void PhysicsSprite3D::setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag)
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_physicsComponent->setSyncFlag(syncFlag);
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}
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void PhysicsSprite3D::syncToPhysics()
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void PhysicsSprite3D::syncNodeToPhysics()
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{
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if (_physicsComponent)
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_physicsComponent->syncToPhysics();
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_physicsComponent->syncNodeToPhysics();
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}
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void PhysicsSprite3D::syncToNode()
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void PhysicsSprite3D::syncPhysicsToNode()
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{
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if (_physicsComponent)
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_physicsComponent->syncToNode();
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_physicsComponent->syncPhysicsToNode();
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}
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PhysicsSprite3D::PhysicsSprite3D()
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@ -56,11 +56,11 @@ public:
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/** Set synchronization flag, see Physics3DComponent. */
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void setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag);
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/** Physics synchronize rendering. */
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void syncToPhysics();
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/** synchronize node transformation to physics. */
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void syncNodeToPhysics();
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/** Rendering synchronize physics. */
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void syncToNode();
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/** synchronize physics transformation to node. */
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void syncPhysicsToNode();
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CC_CONSTRUCTOR_ACCESS:
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PhysicsSprite3D();
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@ -210,7 +210,7 @@ void Physics3DTestDemo::shootBox( const cocos2d::Vec3 &des )
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this->addChild(sprite);
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sprite->setPosition3D(_camera->getPosition3D());
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sprite->setScale(0.5f);
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sprite->syncToNode();
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sprite->syncNodeToPhysics();
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//optimize, only sync node to physics
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sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); //sync node to physics
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@ -239,7 +239,7 @@ bool BasicPhysics3DDemo::init()
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floor->setScaleZ(60);
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this->addChild(floor);
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floor->setCameraMask((unsigned short)CameraFlag::USER1);
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floor->syncToNode();
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floor->syncNodeToPhysics();
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//static object sync is not needed
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floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
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@ -263,7 +263,7 @@ bool BasicPhysics3DDemo::init()
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auto sprite = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
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sprite->setTexture("Images/CyanSquare.png");
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sprite->setPosition3D(Vec3(x, y, z));
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sprite->syncToNode();
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sprite->syncNodeToPhysics();
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sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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sprite->setScale(0.8f);
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@ -303,7 +303,7 @@ bool Physics3DKinematicDemo::init()
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floor->setPosition3D(Vec3(0.f, -1.f, 0.f));
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this->addChild(floor);
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floor->setCameraMask((unsigned short)CameraFlag::USER1);
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floor->syncToNode();
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floor->syncNodeToPhysics();
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//static object sync is not needed
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floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
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@ -354,7 +354,7 @@ bool Physics3DKinematicDemo::init()
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sprite->setScale(1.0f / sprite->getContentSize().width);
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this->addChild(sprite);
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sprite->setPosition3D(Vec3(x, y, z));
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sprite->syncToNode();
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sprite->syncNodeToPhysics();
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sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
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}
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@ -391,7 +391,7 @@ bool Physics3DConstraintDemo::init()
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sprite->setScale(0.4f);
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sprite->setPosition3D(Vec3(-20.f, 5.f, 0.f));
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//sync node position to physics
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component->syncToNode();
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component->syncNodeToPhysics();
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//physics controlled, we will not set position for it, so we can skip sync node position to physics
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component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
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@ -414,7 +414,7 @@ bool Physics3DConstraintDemo::init()
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sprite->addComponent(component);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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component->syncToNode();
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component->syncNodeToPhysics();
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rigidBody->setAngularVelocity(Vec3(0,3,0));
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constraint = Physics3DHingeConstraint::create(rigidBody, Vec3(4.f, 4.f, 0.5f), Vec3(0.f, 1.f, 0.f));
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physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
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@ -433,7 +433,7 @@ bool Physics3DConstraintDemo::init()
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sprite->addComponent(component);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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component->syncToNode();
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component->syncNodeToPhysics();
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rigidBody->setLinearVelocity(Vec3(0,3,0));
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rbDes.mass = 0.0f;
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@ -447,7 +447,7 @@ bool Physics3DConstraintDemo::init()
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sprite->addComponent(component);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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component->syncToNode();
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component->syncNodeToPhysics();
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Mat4 frameInA, frameInB;
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Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
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@ -471,7 +471,7 @@ bool Physics3DConstraintDemo::init()
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sprite->addComponent(component);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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component->syncToNode();
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component->syncNodeToPhysics();
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Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
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frameInA.m[12] = 0.f;
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@ -493,7 +493,7 @@ bool Physics3DConstraintDemo::init()
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sprite->addComponent(component);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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component->syncToNode();
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component->syncNodeToPhysics();
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frameInA.setIdentity();
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constraint = Physics3D6DofConstraint::create(rigidBody, frameInA, false);
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physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
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@ -592,7 +592,7 @@ bool Physics3DTerrainDemo::init()
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auto component = Physics3DComponent::create(rigidBody);
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terrain->addComponent(component);
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this->addChild(terrain);
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component->syncToNode();
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component->syncNodeToPhysics();
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component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
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@ -619,7 +619,7 @@ bool Physics3DTerrainDemo::init()
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sprite->setScale(1.0f / sprite->getContentSize().width);
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sprite->setPosition3D(Vec3(x, y, z));
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this->addChild(sprite);
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sprite->syncToNode();
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sprite->syncNodeToPhysics();
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sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
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}
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}
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