issue #2771: add comment and improve API

This commit is contained in:
boyu0 2013-11-12 15:28:07 +08:00
parent a54603390e
commit 9eac5c4a41
3 changed files with 169 additions and 115 deletions

View File

@ -360,7 +360,7 @@ float PhysicsBody::getRotation() const
return -PhysicsHelper::cpfloat2float(cpBodyGetAngle(_info->getBody()) / 3.14f * 180.0f); return -PhysicsHelper::cpfloat2float(cpBodyGetAngle(_info->getBody()) / 3.14f * 180.0f);
} }
PhysicsShape* PhysicsBody::addShape(PhysicsShape* shape) PhysicsShape* PhysicsBody::addShape(PhysicsShape* shape, bool addMassAndMoment/* = true*/)
{ {
if (shape == nullptr) return nullptr; if (shape == nullptr) return nullptr;
@ -371,9 +371,12 @@ PhysicsShape* PhysicsBody::addShape(PhysicsShape* shape)
// calculate the area, mass, and desity // calculate the area, mass, and desity
// area must update before mass, because the density changes depend on it. // area must update before mass, because the density changes depend on it.
_area += shape->getArea(); if (addMassAndMoment)
addMass(shape->getMass()); {
addMoment(shape->getMoment()); _area += shape->getArea();
addMass(shape->getMass());
addMoment(shape->getMoment());
}
if (_world != nullptr) if (_world != nullptr)
{ {
@ -401,6 +404,17 @@ void PhysicsBody::applyForce(const Vect& force, const Point& offset)
cpBodyApplyForce(_info->getBody(), PhysicsHelper::point2cpv(force), PhysicsHelper::point2cpv(offset)); cpBodyApplyForce(_info->getBody(), PhysicsHelper::point2cpv(force), PhysicsHelper::point2cpv(offset));
} }
void PhysicsBody::resetForce()
{
cpBodyResetForces(_info->getBody());
// if _gravityEnable is false, add a reverse of gravity force to body
if (_world != nullptr && !_gravityEnable)
{
applyForce(-_world->getGravity() * _mass);
}
}
void PhysicsBody::applyImpulse(const Vect& impulse) void PhysicsBody::applyImpulse(const Vect& impulse)
{ {
applyImpulse(impulse, Point()); applyImpulse(impulse, Point());
@ -604,28 +618,31 @@ PhysicsShape* PhysicsBody::getShape(int tag) const
return nullptr; return nullptr;
} }
void PhysicsBody::removeShape(int tag) void PhysicsBody::removeShape(int tag, bool reduceMassAndMoment/* = true*/)
{ {
for (auto child : *_shapes) for (auto child : *_shapes)
{ {
PhysicsShape* shape = dynamic_cast<PhysicsShape*>(child); PhysicsShape* shape = dynamic_cast<PhysicsShape*>(child);
if (shape->getTag() == tag) if (shape->getTag() == tag)
{ {
removeShape(shape); removeShape(shape, reduceMassAndMoment);
return; return;
} }
} }
} }
void PhysicsBody::removeShape(PhysicsShape* shape) void PhysicsBody::removeShape(PhysicsShape* shape, bool reduceMassAndMoment/* = true*/)
{ {
if (_shapes->getIndexOfObject(shape) != UINT_MAX) if (_shapes->getIndexOfObject(shape) != UINT_MAX)
{ {
// deduce the area, mass and moment // deduce the area, mass and moment
// area must update before mass, because the density changes depend on it. // area must update before mass, because the density changes depend on it.
_area -= shape->getArea(); if (reduceMassAndMoment)
addMass(-shape->getMass()); {
addMoment(-shape->getMoment()); _area -= shape->getArea();
addMass(-shape->getMass());
addMoment(-shape->getMoment());
}
//remove //remove
if (_world) if (_world)
@ -640,7 +657,7 @@ void PhysicsBody::removeShape(PhysicsShape* shape)
} }
} }
void PhysicsBody::removeAllShapes() void PhysicsBody::removeAllShapes(bool reduceMassAndMoment/* = true*/)
{ {
for (auto child : *_shapes) for (auto child : *_shapes)
{ {
@ -648,9 +665,12 @@ void PhysicsBody::removeAllShapes()
// deduce the area, mass and moment // deduce the area, mass and moment
// area must update before mass, because the density changes depend on it. // area must update before mass, because the density changes depend on it.
_area -= shape->getArea(); if (reduceMassAndMoment)
addMass(-shape->getMass()); {
addMoment(-shape->getMoment()); _area -= shape->getArea();
addMass(-shape->getMass());
addMoment(-shape->getMoment());
}
if (_world) if (_world)
{ {

View File

@ -49,20 +49,22 @@ const PhysicsMaterial PHYSICSBODY_MATERIAL_DEFAULT(0.1f, 0.5f, 0.5f);
/** /**
* A body affect by physics. * A body affect by physics.
* it can attach one or more shapes. * it can attach one or more shapes.
* if you create body with createXXX, it will automatically compute mass and moment with density your specified(which is PHYSICSBODY_MATERIAL_DEFAULT by default, and the density value is 0.1f), and it based on the formular: mass = density * area.
* if you create body with createEdgeXXX, the mass and moment will be INFINITY by default. and it's a static body.
* you can change mass and moment with setMass() and setMoment(). and you can change the body to be dynamic or static by use function setDynamic().
*/ */
class PhysicsBody : public Object//, public Clonable class PhysicsBody : public Object
{ {
public: public:
/** create a body with defult mass and moment. */
static PhysicsBody* create(); static PhysicsBody* create();
/** create a body with mass and defult moment. */
static PhysicsBody* create(float mass); static PhysicsBody* create(float mass);
/** create a body with mass and moment. */
static PhysicsBody* create(float mass, float moment); static PhysicsBody* create(float mass, float moment);
/** /** Create a body contains a circle shape. */
* @brief Create a body contains a circle shape.
*/
static PhysicsBody* createCircle(float radius, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO); static PhysicsBody* createCircle(float radius, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
/** /** Create a body contains a box shape. */
* @brief Create a body contains a box shape.
*/
static PhysicsBody* createBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO); static PhysicsBody* createBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
/** /**
* @brief Create a body contains a polygon shape. * @brief Create a body contains a polygon shape.
@ -70,132 +72,145 @@ public:
*/ */
static PhysicsBody* createPolygon(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO); static PhysicsBody* createPolygon(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
/** /** Create a body contains a EdgeSegment shape. */
* @brief Create a body contains a EdgeSegment shape.
*/
static PhysicsBody* createEdgeSegment(const Point& a, const Point& b, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); static PhysicsBody* createEdgeSegment(const Point& a, const Point& b, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/** /** Create a body contains a EdgeBox shape. */
* @brief Create a body contains a EdgeBox shape.
*/
static PhysicsBody* createEdgeBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1, const Point& offset = Point::ZERO); static PhysicsBody* createEdgeBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1, const Point& offset = Point::ZERO);
/** /** Create a body contains a EdgePolygon shape. */
* @brief Create a body contains a EdgePolygon shape.
*/
static PhysicsBody* createEdgePolygon(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); static PhysicsBody* createEdgePolygon(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/** /** Create a body contains a EdgeChain shape. */
* @brief Create a body contains a EdgeChain shape.
*/
static PhysicsBody* createEdgeChain(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); static PhysicsBody* createEdgeChain(const Point* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
virtual PhysicsShape* addShape(PhysicsShape* shape);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(const Vect& force);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(const Vect& force, const Point& offset);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(const Vect& impulse);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(const Vect& impulse, const Point& offset);
/**
* @brief Applies a torque force to body.
*/
virtual void applyTorque(float torque);
virtual void setVelocity(const Vect& velocity);
virtual Point getVelocity();
virtual void setAngularVelocity(float velocity);
virtual Point getVelocityAtLocalPoint(const Point& point);
virtual Point getVelocityAtWorldPoint(const Point& point);
virtual float getAngularVelocity();
virtual void setVelocityLimit(float limit);
virtual float getVelocityLimit();
virtual void setAngularVelocityLimit(float limit);
virtual float getAngularVelocityLimit();
/* /*
* @brief get the body shapes. * @brief add a shape to body
* @param shape the shape to be added
* @param addMassAndMoment if this is true, the shape's mass and moment will be added to body. the default is true
*/ */
inline Array* getShapes() const { return _shapes; } virtual PhysicsShape* addShape(PhysicsShape* shape, bool addMassAndMoment = true);
/*
* @brief get the first body shapes.
*/
inline PhysicsShape* getFirstShape() const { return _shapes->count() >= 1 ? dynamic_cast<PhysicsShape*>(_shapes->getObjectAtIndex(0)) : nullptr; }
PhysicsShape* getShape(int tag) const;
/* /*
* @brief remove a shape from body * @brief remove a shape from body
* @param shape the shape to be removed
* @param reduceMassAndMoment if this is true, the body mass and moment will be reduced by shape. the default is true
*/ */
void removeShape(PhysicsShape* shape); void removeShape(PhysicsShape* shape, bool reduceMassAndMoment = true);
void removeShape(int tag);
/* /*
* @brief remove all shapes * @brief remove a shape from body
* @param tag the tag of the shape to be removed
* @param reduceMassAndMoment if this is true, the body mass and moment will be reduced by shape. the default is true
*/ */
void removeAllShapes(); void removeShape(int tag, bool reduceMassAndMoment = true);
/* remove all shapes */
void removeAllShapes(bool reduceMassAndMoment = true);
/* get the body shapes. */
inline Array* getShapes() const { return _shapes; }
/* get the first shape of the body shapes. */
inline PhysicsShape* getFirstShape() const { return _shapes->count() >= 1 ? dynamic_cast<PhysicsShape*>(_shapes->getObjectAtIndex(0)) : nullptr; }
/* get the shape of the body. */
PhysicsShape* getShape(int tag) const;
/** Applies a immediate force to body. */
virtual void applyForce(const Vect& force);
/** Applies a immediate force to body. */
virtual void applyForce(const Vect& force, const Point& offset);
/** reset all the force applied to body. */
virtual void resetForce();
/** Applies a continuous force to body. */
virtual void applyImpulse(const Vect& impulse);
/** Applies a continuous force to body. */
virtual void applyImpulse(const Vect& impulse, const Point& offset);
/** Applies a torque force to body. */
virtual void applyTorque(float torque);
/** set the velocity of a body */
virtual void setVelocity(const Vect& velocity);
/** get the velocity of a body */
virtual Point getVelocity();
/** set the angular velocity of a body */
virtual void setAngularVelocity(float velocity);
/** get the angular velocity of a body at a local point */
virtual Point getVelocityAtLocalPoint(const Point& point);
/** get the angular velocity of a body at a world point */
virtual Point getVelocityAtWorldPoint(const Point& point);
/** get the angular velocity of a body */
virtual float getAngularVelocity();
/** set the max of velocity */
virtual void setVelocityLimit(float limit);
/** get the max of velocity */
virtual float getVelocityLimit();
/** set the max of angular velocity */
virtual void setAngularVelocityLimit(float limit);
/** get the max of angular velocity */
virtual float getAngularVelocityLimit();
/** remove the body from the world it added to */
void removeFromWorld(); void removeFromWorld();
/* /** get the world body added to. */
* @brief get the world body added to.
*/
inline PhysicsWorld* getWorld() const { return _world; } inline PhysicsWorld* getWorld() const { return _world; }
/* /** get all joints the body have */
* @brief get all joints the body have
*/
inline const std::vector<PhysicsJoint*>& getJoints() const { return _joints; } inline const std::vector<PhysicsJoint*>& getJoints() const { return _joints; }
/* /** get the sprite the body set to. */
* @brief get the sprite the body set to.
*/
inline Node* getNode() const { return _node; } inline Node* getNode() const { return _node; }
/**
* A mask that defines which categories this physics body belongs to.
* Every physics body in a scene can be assigned to up to 32 different categories, each corresponding to a bit in the bit mask. You define the mask values used in your game. In conjunction with the collisionBitMask and contactTestBitMask properties, you define which physics bodies interact with each other and when your game is notified of these interactions.
* The default value is 0xFFFFFFFF (all bits set).
*/
void setCategoryBitmask(int bitmask); void setCategoryBitmask(int bitmask);
/**
* A mask that defines which categories of bodies cause intersection notifications with this physics body.
* When two bodies share the same space, each bodys category mask is tested against the other bodys contact mask by performing a logical AND operation. If either comparison results in a non-zero value, an PhysicsContact object is created and passed to the physics worlds delegate. For best performance, only set bits in the contacts mask for interactions you are interested in.
* The default value is 0x00000000 (all bits cleared).
*/
void setContactTestBitmask(int bitmask); void setContactTestBitmask(int bitmask);
/**
* A mask that defines which categories of physics bodies can collide with this physics body.
* When two physics bodies contact each other, a collision may occur. This bodys collision mask is compared to the other bodys category mask by performing a logical AND operation. If the result is a non-zero value, then this body is affected by the collision. Each body independently chooses whether it wants to be affected by the other body. For example, you might use this to avoid collision calculations that would make negligible changes to a bodys velocity.
* The default value is 0xFFFFFFFF (all bits set).
*/
void setCollisionBitmask(int bitmask); void setCollisionBitmask(int bitmask);
/** get the category bit mask */
inline int getCategoryBitmask() const { return _categoryBitmask; } inline int getCategoryBitmask() const { return _categoryBitmask; }
/** get the contact test bit mask */
inline int getContactTestBitmask() const { return _contactTestBitmask; } inline int getContactTestBitmask() const { return _contactTestBitmask; }
/** get the collision bit mask */
inline int getCollisionBitmask() const { return _collisionBitmask; } inline int getCollisionBitmask() const { return _collisionBitmask; }
/**
* set the group of body
* Collision groups let you specify an integral group index. You can have all fixtures with the same group index always collide (positive index) or never collide (negative index)
* it have high priority than bit masks
*/
void setGroup(int group); void setGroup(int group);
/** get the group of body */
inline int getGroup() const { return _group; } inline int getGroup() const { return _group; }
/* /** get the body position. */
* @brief get the body position.
*/
Point getPosition() const; Point getPosition() const;
/* /** get the body rotation. */
* @brief get the body rotation.
*/
float getRotation() const; float getRotation() const;
/* /**
* @brief test the body is dynamic or not. * @brief test the body is dynamic or not.
* a dynamic body will effect with gravity. * a dynamic body will effect with gravity.
*/ */
inline bool isDynamic() const { return _dynamic; } inline bool isDynamic() const { return _dynamic; }
/* /**
* @brief set dynamic to body. * @brief set dynamic to body.
* a dynamic body will effect with gravity. * a dynamic body will effect with gravity.
*/ */
void setDynamic(bool dynamic); void setDynamic(bool dynamic);
/* /**
* @brief set the body mass. * @brief set the body mass.
* @note if you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead. * @note if you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead.
*/ */
void setMass(float mass); void setMass(float mass);
/* /** get the body mass. */
* @brief get the body mass.
*/
inline float getMass() const { return _mass; } inline float getMass() const { return _mass; }
/* /**
* @brief add mass to body. * @brief add mass to body.
* if _mass(mass of the body) == PHYSICS_INFINITY, it remains. * if _mass(mass of the body) == PHYSICS_INFINITY, it remains.
* if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY. * if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY.
@ -205,16 +220,14 @@ public:
*/ */
void addMass(float mass); void addMass(float mass);
/* /**
* @brief set the body moment of inertia. * @brief set the body moment of inertia.
* @note if you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead. * @note if you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead.
*/ */
void setMoment(float moment); void setMoment(float moment);
/* /** get the body moment of inertia. */
* @brief get the body moment of inertia.
*/
inline float getMoment(float moment) const { return _moment; } inline float getMoment(float moment) const { return _moment; }
/* /**
* @brief add moment of inertia to body. * @brief add moment of inertia to body.
* if _moment(moment of the body) == PHYSICS_INFINITY, it remains. * if _moment(moment of the body) == PHYSICS_INFINITY, it remains.
* if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY. * if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY.
@ -223,35 +236,54 @@ public:
* other wise, moment = moment + _moment; * other wise, moment = moment + _moment;
*/ */
void addMoment(float moment); void addMoment(float moment);
/* /** get linear damping. */
* @brief set angular damping.
*/
//void setAngularDamping(float angularDamping);
/*
* @brief get angular damping.
*/
inline float getLinearDamping() const { return _linearDamping; } inline float getLinearDamping() const { return _linearDamping; }
/**
* set linear damping.
* it is used to simulate fluid or air friction forces on the body.
* the value is 0.0f to 1.0f.
*/
inline void setLinearDamping(float damping) { _linearDamping = damping; } inline void setLinearDamping(float damping) { _linearDamping = damping; }
/** get angular damping. */
inline float getAngularDamping() const { return _angularDamping; } inline float getAngularDamping() const { return _angularDamping; }
/**
* set angular damping.
* it is used to simulate fluid or air friction forces on the body.
* the value is 0.0f to 1.0f.
*/
inline void setAngularDamping(float damping) { _angularDamping = damping; } inline void setAngularDamping(float damping) { _angularDamping = damping; }
//virtual Clonable* clone() const override; /** whether the body is at rest */
bool isResting() const; bool isResting() const;
/**
* whether the body is enabled
* if the body it isn't enabled, it will not has simulation by world
*/
inline bool isEnabled() const { return _enable; } inline bool isEnabled() const { return _enable; }
/**
* set the enable value.
* if the body it isn't enabled, it will not has simulation by world
*/
void setEnable(bool enable); void setEnable(bool enable);
/** whether the body can rotation */
inline bool isRotationEnabled() const { return _rotationEnable; } inline bool isRotationEnabled() const { return _rotationEnable; }
/** set the body is allow rotation or not */
void setRotationEnable(bool enable); void setRotationEnable(bool enable);
/** whether this physics body is affected by the physics worlds gravitational force. */
inline bool isGravityEnabled() const { return _gravityEnable; } inline bool isGravityEnabled() const { return _gravityEnable; }
/** set the body is affected by the physics world's gravitational force or not. */
void setGravityEnable(bool enable); void setGravityEnable(bool enable);
/** get the body's tag */
inline int getTag() const { return _tag; } inline int getTag() const { return _tag; }
/** set the body's tag */
inline void setTag(int tag) { _tag = tag; } inline void setTag(int tag) { _tag = tag; }
/** convert the world point to local */
Point world2Local(const Point& point); Point world2Local(const Point& point);
/** convert the local point to world */
Point local2World(const Point& point); Point local2World(const Point& point);
protected: protected:

View File

@ -793,6 +793,8 @@ void PhysicsShape::setGroup(int group)
cpShapeSetGroup(shape, (cpGroup)group); cpShapeSetGroup(shape, (cpGroup)group);
} }
} }
_group = group;
} }
bool PhysicsShape::containsPoint(const Point& point) const bool PhysicsShape::containsPoint(const Point& point) const