Merge pull request #9780 from Dhilan007/v3-physics-gravity

Fixed physics body not still after disable gravitational force by PhysicsBody::setGravityEnable.
This commit is contained in:
minggo 2015-01-06 13:59:31 +08:00
commit c8387dd2a8
3 changed files with 38 additions and 91 deletions

View File

@ -42,6 +42,11 @@
#include "chipmunk/CCPhysicsShapeInfo_chipmunk.h"
#include "chipmunk/CCPhysicsHelper_chipmunk.h"
static inline void cpBodyUpdateVelocityWithoutGravity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
{
cpBodyUpdateVelocity(body, cpvzero, damping, dt);
}
NS_CC_BEGIN
extern const float PHYSICS_INFINITY;
@ -189,7 +194,7 @@ PhysicsBody* PhysicsBody::createEdgeSegment(const Vec2& a, const Vec2& b, const
if (body && body->init())
{
body->addShape(PhysicsShapeEdgeSegment::create(a, b, material, border));
body->_dynamic = false;
body->setDynamic(false);
body->autorelease();
return body;
}
@ -204,7 +209,7 @@ PhysicsBody* PhysicsBody::createEdgeBox(const Size& size, const PhysicsMaterial&
if (body && body->init())
{
body->addShape(PhysicsShapeEdgeBox::create(size, material, border, offset));
body->_dynamic = false;
body->setDynamic(false);
body->autorelease();
return body;
}
@ -220,7 +225,7 @@ PhysicsBody* PhysicsBody::createEdgePolygon(const Vec2* points, int count, const
if (body && body->init())
{
body->addShape(PhysicsShapeEdgePolygon::create(points, count, material, border));
body->_dynamic = false;
body->setDynamic(false);
body->autorelease();
return body;
}
@ -236,7 +241,7 @@ PhysicsBody* PhysicsBody::createEdgeChain(const Vec2* points, int count, const P
if (body && body->init())
{
body->addShape(PhysicsShapeEdgeChain::create(points, count, material, border));
body->_dynamic = false;
body->setDynamic(false);
body->autorelease();
return body;
}
@ -278,38 +283,35 @@ void PhysicsBody::setDynamic(bool dynamic)
if (dynamic != _dynamic)
{
_dynamic = dynamic;
auto body = _info->getBody();
if (dynamic)
{
cpBodySetMass(_info->getBody(), _mass);
cpBodySetMoment(_info->getBody(), _moment);
if (_world != nullptr)
if (_world && body->CP_PRIVATE(space))
{
// reset the gravity enable
if (isGravityEnabled())
{
_gravityEnabled = false;
setGravityEnable(true);
}
cpSpaceAddBody(_world->_info->getSpace(), _info->getBody());
cpSpaceConvertBodyToDynamic(_world->_info->getSpace(), body, _mass, _moment);
cpSpaceAddBody(_world->_info->getSpace(), body);
}
else
{
cpBodySetMass(body, _mass);
cpBodySetMoment(body, _moment);
body->CP_PRIVATE(node).idleTime = 0.0f;
}
}
else
{
if (_world != nullptr)
if (_world && body->CP_PRIVATE(space))
{
cpSpaceRemoveBody(_world->_info->getSpace(), _info->getBody());
cpSpaceRemoveBody(_world->_info->getSpace(), body);
cpSpaceConvertBodyToStatic(_world->_info->getSpace(), body);
}
else
{
cpBodySetMass(body, PHYSICS_INFINITY);
cpBodySetMoment(body, PHYSICS_INFINITY);
body->CP_PRIVATE(node).idleTime = (cpFloat)INFINITY;
}
// avoid incorrect collion simulation.
cpBodySetMass(_info->getBody(), PHYSICS_INFINITY);
cpBodySetMoment(_info->getBody(), PHYSICS_INFINITY);
cpBodySetVel(_info->getBody(), cpvzero);
cpBodySetAngVel(_info->getBody(), 0.0f);
resetForces();
}
}
}
@ -324,20 +326,15 @@ void PhysicsBody::setRotationEnable(bool enable)
void PhysicsBody::setGravityEnable(bool enable)
{
if (_gravityEnabled != enable)
{
_gravityEnabled = enable;
_gravityEnabled = enable;
if (_world != nullptr)
{
if (enable)
{
applyForce(_world->getGravity() * _mass);
}else
{
applyForce(-_world->getGravity() * _mass);
}
}
if (enable)
{
_info->getBody()->velocity_func = cpBodyUpdateVelocity;
}
else
{
_info->getBody()->velocity_func = cpBodyUpdateVelocityWithoutGravity;
}
}
@ -439,12 +436,6 @@ void PhysicsBody::applyForce(const Vect& force, const Vec2& offset)
void PhysicsBody::resetForces()
{
cpBodyResetForces(_info->getBody());
// if _gravityEnabled is false, add a reverse of gravity force to body
if (_world != nullptr && _dynamic && !_gravityEnabled && _mass != PHYSICS_INFINITY)
{
applyForce(-_world->getGravity() * _mass);
}
}
void PhysicsBody::applyImpulse(const Vect& impulse)
@ -468,8 +459,6 @@ void PhysicsBody::setMass(float mass)
{
return;
}
int oldMass = _mass;
_mass = mass;
_massDefault = false;
@ -492,14 +481,12 @@ void PhysicsBody::setMass(float mass)
// the static body's mass and moment is always infinity
if (_dynamic)
{
updateMass(oldMass, _mass);
cpBodySetMass(_info->getBody(), _mass);
}
}
void PhysicsBody::addMass(float mass)
{
float oldMass = _mass;
if (mass == PHYSICS_INFINITY)
{
_mass = PHYSICS_INFINITY;
@ -540,7 +527,7 @@ void PhysicsBody::addMass(float mass)
// the static body's mass and moment is always infinity
if (_dynamic)
{
updateMass(oldMass, _mass);
cpBodySetMass(_info->getBody(), _mass);
}
}
@ -938,21 +925,6 @@ Vec2 PhysicsBody::local2World(const Vec2& point)
return PhysicsHelper::cpv2point(cpBodyLocal2World(_info->getBody(), PhysicsHelper::point2cpv(point)));
}
void PhysicsBody::updateMass(float oldMass, float newMass)
{
if (_dynamic && !_gravityEnabled && _world != nullptr && oldMass != PHYSICS_INFINITY)
{
applyForce(_world->getGravity() * oldMass);
}
cpBodySetMass(_info->getBody(), newMass);
if (_dynamic && !_gravityEnabled && _world != nullptr && newMass != PHYSICS_INFINITY)
{
applyForce(-_world->getGravity() * newMass);
}
}
NS_CC_END
#endif // CC_USE_PHYSICS

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@ -312,7 +312,6 @@ protected:
void removeJoint(PhysicsJoint* joint);
inline void updateDamping() { _isDamping = _linearDamping != 0.0f || _angularDamping != 0.0f; }
void updateMass(float oldMass, float newMass);
protected:
PhysicsBody();

View File

@ -475,12 +475,6 @@ void PhysicsWorld::doAddBody(PhysicsBody* body)
{
if (body->isEnabled())
{
//is gravity enable
if (!body->isGravityEnabled())
{
body->applyForce(-_gravity * body->getMass());
}
// add body to space
if (body->isDynamic())
{
@ -801,12 +795,6 @@ void PhysicsWorld::doRemoveBody(PhysicsBody* body)
{
CCASSERT(body != nullptr, "the body can not be nullptr");
// reset the gravity
if (!body->isGravityEnabled())
{
body->applyForce(_gravity * body->getMass());
}
// remove shaps
for (auto& shape : body->getShapes())
{
@ -863,18 +851,6 @@ PhysicsBody* PhysicsWorld::getBody(int tag) const
void PhysicsWorld::setGravity(const Vect& gravity)
{
if (!_bodies.empty())
{
for (auto& body : _bodies)
{
// reset gravity for body
if (!body->isGravityEnabled())
{
body->applyForce((_gravity - gravity) * body->getMass());
}
}
}
_gravity = gravity;
_info->setGravity(gravity);
}