/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * Copyright (c) 2012 cocos2d-x.org * * 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 "CCPhysicsSprite.h" #include "support/CCPointExtension.h" #if CC_ENABLE_CHIPMUNK_INTEGRATION #include "chipmunk.h" #elif CC_ENABLE_BOX2D_INTEGRATION #include "Box2D/Box2D.h" #endif NS_CC_EXT_BEGIN CCPhysicsSprite::CCPhysicsSprite() : _ignoreBodyRotation(false) #if CC_ENABLE_CHIPMUNK_INTEGRATION , _CPBody(NULL) #elif CC_ENABLE_BOX2D_INTEGRATION , _pB2Body(NULL) , _PTMRatio(0.0f) #endif {} CCPhysicsSprite* CCPhysicsSprite::create() { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::createWithTexture(CCTexture2D *pTexture) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithTexture(pTexture)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::createWithTexture(CCTexture2D *pTexture, const CCRect& rect) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithTexture(pTexture, rect)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::createWithSpriteFrame(CCSpriteFrame *pSpriteFrame) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithSpriteFrame(pSpriteFrame)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::createWithSpriteFrameName(const char *pszSpriteFrameName) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::create(const char *pszFileName) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithFile(pszFileName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } CCPhysicsSprite* CCPhysicsSprite::create(const char *pszFileName, const CCRect& rect) { CCPhysicsSprite* pRet = new CCPhysicsSprite(); if (pRet && pRet->initWithFile(pszFileName, rect)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } // this method will only get called if the sprite is batched. // return YES if the physic's values (angles, position ) changed. // If you return NO, then nodeToParentTransform won't be called. bool CCPhysicsSprite::isDirty() { return true; } bool CCPhysicsSprite::isIgnoreBodyRotation() const { return _ignoreBodyRotation; } void CCPhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation) { _ignoreBodyRotation = bIgnoreBodyRotation; } // Override the setters and getters to always reflect the body's properties. const CCPoint& CCPhysicsSprite::getPosition() { updatePosFromPhysics(); return CCNode::getPosition(); } void CCPhysicsSprite::getPosition(float* x, float* y) { updatePosFromPhysics(); return CCNode::getPosition(x, y); } float CCPhysicsSprite::getPositionX() { updatePosFromPhysics(); return _position.x; } float CCPhysicsSprite::getPositionY() { updatePosFromPhysics(); return _position.y; } #if CC_ENABLE_CHIPMUNK_INTEGRATION cpBody* CCPhysicsSprite::getCPBody() const { return _CPBody; } void CCPhysicsSprite::setCPBody(cpBody *pBody) { _CPBody = pBody; } void CCPhysicsSprite::updatePosFromPhysics() { cpVect cpPos = cpBodyGetPos(_CPBody); _position = ccp(cpPos.x, cpPos.y); } void CCPhysicsSprite::setPosition(const CCPoint &pos) { cpVect cpPos = cpv(pos.x, pos.y); cpBodySetPos(_CPBody, cpPos); } float CCPhysicsSprite::getRotation() { return (_ignoreBodyRotation ? CCSprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody))); } void CCPhysicsSprite::setRotation(float fRotation) { if (_ignoreBodyRotation) { CCSprite::setRotation(fRotation); } else { cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation)); } } // returns the transform matrix according the Chipmunk Body values CCAffineTransform CCPhysicsSprite::nodeToParentTransform() { // Although scale is not used by physics engines, it is calculated just in case // the sprite is animated (scaled up/down) using actions. // For more info see: http://www.cocos2d-iphone.org/forum/topic/68990 cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : _CPBody->rot); float x = _CPBody->p.x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY; float y = _CPBody->p.y + rot.y * -_anchorPointInPoints.x * _scaleX + rot.x * -_anchorPointInPoints.y * _scaleY; if (_ignoreAnchorPointForPosition) { x += _anchorPointInPoints.x; y += _anchorPointInPoints.y; } return (_transform = CCAffineTransformMake(rot.x * _scaleX, rot.y * _scaleX, -rot.y * _scaleY, rot.x * _scaleY, x, y)); } #elif CC_ENABLE_BOX2D_INTEGRATION b2Body* CCPhysicsSprite::getB2Body() const { return _pB2Body; } void CCPhysicsSprite::setB2Body(b2Body *pBody) { _pB2Body = pBody; } float CCPhysicsSprite::getPTMRatio() const { return _PTMRatio; } void CCPhysicsSprite::setPTMRatio(float fRatio) { _PTMRatio = fRatio; } // Override the setters and getters to always reflect the body's properties. void CCPhysicsSprite::updatePosFromPhysics() { b2Vec2 pos = _pB2Body->GetPosition(); float x = pos.x * _PTMRatio; float y = pos.y * _PTMRatio; _position = ccp(x,y); } void CCPhysicsSprite::setPosition(const CCPoint &pos) { float angle = _pB2Body->GetAngle(); _pB2Body->SetTransform(b2Vec2(pos.x / _PTMRatio, pos.y / _PTMRatio), angle); } float CCPhysicsSprite::getRotation() { return (_ignoreBodyRotation ? CCSprite::getRotation() : CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle())); } void CCPhysicsSprite::setRotation(float fRotation) { if (_ignoreBodyRotation) { CCSprite::setRotation(fRotation); } else { b2Vec2 p = _pB2Body->GetPosition(); float radians = CC_DEGREES_TO_RADIANS(fRotation); _pB2Body->SetTransform(p, radians); } } // returns the transform matrix according the Box2D Body values CCAffineTransform CCPhysicsSprite::nodeToParentTransform() { b2Vec2 pos = _pB2Body->GetPosition(); float x = pos.x * _PTMRatio; float y = pos.y * _PTMRatio; if (_ignoreAnchorPointForPosition) { x += _anchorPointInPoints.x; y += _anchorPointInPoints.y; } // Make matrix float radians = _pB2Body->GetAngle(); float c = cosf(radians); float s = sinf(radians); // Although scale is not used by physics engines, it is calculated just in case // the sprite is animated (scaled up/down) using actions. // For more info see: http://www.cocos2d-iphone.org/forum/topic/68990 if (!_anchorPointInPoints.equals(CCPointZero)) { x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY)); y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY)); } // Rot, Translate Matrix _transform = CCAffineTransformMake( c * _scaleX, s * _scaleX, -s * _scaleY, c * _scaleY, x, y ); return _transform; } #endif NS_CC_EXT_END