/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. * Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "CCPhysicsDebugNodeChipmunk2D.h" #include "chipmunk/chipmunk_private.h" #include "base/ccTypes.h" #include "math/CCMath.h" #include #include #include #include #include NS_AX_EXT_BEGIN Vec2 physicsDebugNodeOffset; /* IMPORTANT - READ ME! This file sets pokes around in the private API a lot to provide efficient debug rendering given nothing more than reference to a Chipmunk space. It is not recommended to write rendering code like this in your own games as the private API may change with little or no warning. */ static const cpVect spring_verts[] = { {0.00f, 0.0f}, {0.20f, 0.0f}, {0.25f, 3.0f}, {0.30f, -6.0f}, {0.35f, 6.0f}, {0.40f, -6.0f}, {0.45f, 6.0f}, {0.50f, -6.0f}, {0.55f, 6.0f}, {0.60f, -6.0f}, {0.65f, 6.0f}, {0.70f, -3.0f}, {0.75f, 6.0f}, {0.80f, 0.0f}, {1.00f, 0.0f}, }; static const int spring_count = sizeof(spring_verts) / sizeof(cpVect); static Color4F ColorForBody(cpBody* body) { if (CP_BODY_TYPE_STATIC == cpBodyGetType(body) || cpBodyIsSleeping(body)) { return Color4F(0.5f, 0.5f, 0.5f, 0.5f); } else if (body->sleeping.idleTime > cpBodyGetSpace(body)->sleepTimeThreshold) { return Color4F(0.33f, 0.33f, 0.33f, 0.5f); } else { return Color4F(1.0f, 0.0f, 0.0f, 0.5f); } } static Vec2 cpVert2Point(const cpVect& vert) { return (Vec2(vert.x, vert.y) + physicsDebugNodeOffset); } static void DrawShape(cpShape* shape, DrawNode* renderer) { cpBody* body = cpShapeGetBody(shape); Color4F color = ColorForBody(body); switch (shape->klass->type) { case CP_CIRCLE_SHAPE: { cpCircleShape* circle = (cpCircleShape*)shape; cpVect center = circle->tc; cpFloat radius = circle->r; renderer->drawDot(cpVert2Point(center), cpfmax(radius, 1.0), color); renderer->drawSegment(cpVert2Point(center), cpVert2Point(cpvadd(center, cpvmult(cpBodyGetRotation(body), radius))), 1.0, color); } break; case CP_SEGMENT_SHAPE: { cpSegmentShape* seg = (cpSegmentShape*)shape; renderer->drawSegment(cpVert2Point(seg->ta), cpVert2Point(seg->tb), cpfmax(seg->r, 1.0), color); } break; case CP_POLY_SHAPE: { cpPolyShape* poly = (cpPolyShape*)shape; Color4F line = color; line.a = cpflerp(color.a, 1.0, 0.5); int num = poly->count; Vec2* pPoints = new Vec2[num]; for (int i = 0; i < num; ++i) pPoints[i] = cpVert2Point(poly->planes[i].v0); if (cpfmax(poly->r, 1.0) > 1.0) { renderer->drawPolygon(pPoints, num, Color4F(0.5f, 0.5f, 0.5f, 0.0f), poly->r, color); } else { renderer->drawPolygon(pPoints, num, color, 1.0, line); } CC_SAFE_DELETE_ARRAY(pPoints); } break; default: cpAssertHard(false, "Bad assertion in DrawShape()"); } } static Color4F CONSTRAINT_COLOR(0, 1, 0, 0.5); static void DrawConstraint(cpConstraint* constraint, DrawNode* renderer) { cpBody* body_a = cpConstraintGetBodyA(constraint); cpBody* body_b = cpConstraintGetBodyB(constraint); if (cpConstraintIsPinJoint(constraint)) { cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPinJointGetAnchorA(constraint), cpBodyGetRotation(body_a))); cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPinJointGetAnchorB(constraint), cpBodyGetRotation(body_b))); renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR); } else if (cpConstraintIsSlideJoint(constraint)) { cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpSlideJointGetAnchorA(constraint), cpBodyGetRotation(body_a))); cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpSlideJointGetAnchorB(constraint), cpBodyGetRotation(body_b))); renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR); } else if (cpConstraintIsPivotJoint(constraint)) { cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpPivotJointGetAnchorA(constraint), cpBodyGetRotation(body_a))); cpVect b = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpPivotJointGetAnchorB(constraint), cpBodyGetRotation(body_b))); renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR); } else if (cpConstraintIsGrooveJoint(constraint)) { cpVect a = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpGrooveJointGetGrooveA(constraint), cpBodyGetRotation(body_a))); cpVect b = cpvadd(cpBodyGetPosition(body_a), cpvrotate(cpGrooveJointGetGrooveB(constraint), cpBodyGetRotation(body_a))); cpVect c = cpvadd(cpBodyGetPosition(body_b), cpvrotate(cpGrooveJointGetAnchorB(constraint), cpBodyGetRotation(body_b))); renderer->drawDot(cpVert2Point(c), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR); } else if (cpConstraintIsDampedSpring(constraint)) { cpDampedSpring* spring = (cpDampedSpring*)constraint; cpVect a = cpTransformPoint(body_a->transform, spring->anchorA); cpVect b = cpTransformPoint(body_b->transform, spring->anchorB); renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR); cpVect delta = cpvsub(b, a); cpFloat cos = delta.x; cpFloat sin = delta.y; cpFloat s = 1.0f / cpvlength(delta); cpVect r1 = cpv(cos, -sin * s); cpVect r2 = cpv(sin, cos * s); cpVect* verts = (cpVect*)alloca(spring_count * sizeof(cpVect)); for (int i = 0; i < spring_count; i++) { cpVect v = spring_verts[i]; verts[i] = cpv(cpvdot(v, r1) + a.x, cpvdot(v, r2) + a.y); } for (int i = 0; i < spring_count - 1; i++) { renderer->drawSegment(cpVert2Point(verts[i]), cpVert2Point(verts[i + 1]), 1.0, CONSTRAINT_COLOR); } } else { CCLOG("Cannot draw constraint"); } } // implementation of PhysicsDebugNode void PhysicsDebugNodeChipmunk2D::draw(Renderer* renderer, const Mat4& transform, uint32_t flags) { if (!_spacePtr) { return; } // clear the shapes information before draw current shapes. DrawNode::clear(); cpSpaceEachShape(_spacePtr, (cpSpaceShapeIteratorFunc)DrawShape, this); cpSpaceEachConstraint(_spacePtr, (cpSpaceConstraintIteratorFunc)DrawConstraint, this); DrawNode::draw(renderer, transform, flags); } PhysicsDebugNodeChipmunk2D::PhysicsDebugNodeChipmunk2D() : _spacePtr(nullptr) {} PhysicsDebugNodeChipmunk2D* PhysicsDebugNodeChipmunk2D::create(cpSpace* space) { PhysicsDebugNodeChipmunk2D* node = new PhysicsDebugNodeChipmunk2D(); node->init(); node->_spacePtr = space; node->autorelease(); return node; } PhysicsDebugNodeChipmunk2D::~PhysicsDebugNodeChipmunk2D() {} cpSpace* PhysicsDebugNodeChipmunk2D::getSpace() const { return _spacePtr; } void PhysicsDebugNodeChipmunk2D::setSpace(cpSpace* space) { _spacePtr = space; } NS_AX_EXT_END