mirror of https://github.com/axmolengine/axmol.git
Add limited macro for related Physic3D
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@ -37,7 +37,7 @@ THE SOFTWARE.
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#include "physics/CCPhysicsWorld.h"
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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#include "physics3d/CCPhysics3DWorld.h"
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#include "physics3d/CCPhysics3DComponent.h"
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#endif
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@ -49,7 +49,7 @@ Scene::Scene()
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: _physicsWorld(nullptr)
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#endif
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{
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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_physics3DWorld = nullptr;
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_physics3dDebugCamera = nullptr;
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#endif
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@ -71,7 +71,7 @@ Scene::~Scene()
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#if CC_USE_PHYSICS
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CC_SAFE_DELETE(_physicsWorld);
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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CC_SAFE_RELEASE(_physics3DWorld);
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CC_SAFE_RELEASE(_physics3dDebugCamera);
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#endif
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@ -172,7 +172,7 @@ void Scene::render(Renderer* renderer)
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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}
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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if (_physics3DWorld && _physics3DWorld->isDebugDrawEnabled())
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{
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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@ -200,7 +200,7 @@ void Scene::removeAllChildren()
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}
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}
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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void Scene::setPhysics3DDebugCamera(Camera* camera)
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{
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CC_SAFE_RETAIN(camera);
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@ -209,7 +209,7 @@ void Scene::setPhysics3DDebugCamera(Camera* camera)
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}
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#endif
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#if (CC_USE_PHYSICS || CC_USE_3D_PHYSICS)
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#if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
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void Scene::addChild(Node* child, int zOrder, int tag)
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{
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Node::addChild(child, zOrder, tag);
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@ -250,7 +250,7 @@ bool Scene::initWithPhysics()
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CC_BREAK_IF(! (_physicsWorld = PhysicsWorld::construct(*this)));
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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Physics3DWorldDes info;
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//TODO: FIX ME
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//info.isDebugDrawEnabled = true;
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@ -289,7 +289,7 @@ void Scene::addChildToPhysicsWorld(Node* child)
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}
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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if (_physics3DWorld)
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{
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std::function<void(Node*)> addToPhysicsWorldFunc = nullptr;
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@ -41,7 +41,7 @@ class EventCustom;
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#if CC_USE_PHYSICS
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class PhysicsWorld;
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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class Physics3DWorld;
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#endif
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/**
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@ -139,7 +139,7 @@ protected:
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(Scene);
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#if (CC_USE_PHYSICS || CC_USE_3D_PHYSICS)
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#if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
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public:
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virtual void addChild(Node* child, int zOrder, int tag) override;
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virtual void addChild(Node* child, int zOrder, const std::string &name) override;
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@ -152,7 +152,7 @@ public:
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inline PhysicsWorld* getPhysicsWorld() { return _physicsWorld; }
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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/** Get the 3d physics world of the scene.
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* @return The 3d physics world of the scene.
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* @js NA
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@ -181,7 +181,7 @@ protected:
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PhysicsWorld* _physicsWorld;
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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Physics3DWorld* _physics3DWorld;
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Camera* _physics3dDebugCamera; //
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#endif
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@ -70,7 +70,7 @@ THE SOFTWARE.
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#include "physics/CCPhysicsWorld.h"
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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#include "physics3d/CCPhysics3DWorld.h"
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#endif
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@ -298,7 +298,7 @@ void Director::drawScene()
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physicsWorld->update(_deltaTime, false);
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}
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#endif
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#if CC_USE_3D_PHYSICS
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#if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
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auto physics3DWorld = _runningScene->getPhysics3DWorld();
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if (physics3DWorld)
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{
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