/* 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" #if (CC_ENABLE_CHIPMUNK_INTEGRATION && CC_ENABLE_BOX2D_INTEGRATION) #error "Either Chipmunk or Box2d should be enabled, but not both at the same time" #endif #if CC_ENABLE_CHIPMUNK_INTEGRATION #include "chipmunk.h" #elif CC_ENABLE_BOX2D_INTEGRATION #include "Box2D/Box2D.h" #endif NS_CC_EXT_BEGIN PhysicsSprite::PhysicsSprite() : _ignoreBodyRotation(false) , _CPBody(nullptr) , _pB2Body(nullptr) , _PTMRatio(0.0f) {} PhysicsSprite* PhysicsSprite::create() { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture) { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->initWithTexture(pTexture)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture, const Rect& rect) { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->initWithTexture(pTexture, rect)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::createWithSpriteFrame(SpriteFrame *pSpriteFrame) { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->initWithSpriteFrame(pSpriteFrame)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::createWithSpriteFrameName(const char *pszSpriteFrameName) { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::create(const char *pszFileName) { PhysicsSprite* pRet = new PhysicsSprite(); if (pRet && pRet->initWithFile(pszFileName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSprite* PhysicsSprite::create(const char *pszFileName, const Rect& rect) { PhysicsSprite* pRet = new PhysicsSprite(); 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 getNodeToParentTransform won't be called. bool PhysicsSprite::isDirty() const { return true; } bool PhysicsSprite::isIgnoreBodyRotation() const { return _ignoreBodyRotation; } void PhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation) { _ignoreBodyRotation = bIgnoreBodyRotation; } // Override the setters and getters to always reflect the body's properties. const Vector2& PhysicsSprite::getPosition() const { return getPosFromPhysics(); } void PhysicsSprite::getPosition(float* x, float* y) const { if (x == NULL || y == NULL) { return; } const Vector2& pos = getPosFromPhysics(); *x = pos.x; *y = pos.y; } float PhysicsSprite::getPositionX() const { return getPosFromPhysics().x; } float PhysicsSprite::getPositionY() const { return getPosFromPhysics().y; } // // Chipmunk only // cpBody* PhysicsSprite::getCPBody() const { #if CC_ENABLE_CHIPMUNK_INTEGRATION return _CPBody; #else CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled"); return nullptr; #endif } void PhysicsSprite::setCPBody(cpBody *pBody) { #if CC_ENABLE_CHIPMUNK_INTEGRATION _CPBody = pBody; #else CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled"); #endif } b2Body* PhysicsSprite::getB2Body() const { #if CC_ENABLE_BOX2D_INTEGRATION return _pB2Body; #else CCASSERT(false, "Can't call box2d methods when Box2d is disabled"); return nullptr; #endif } void PhysicsSprite::setB2Body(b2Body *pBody) { #if CC_ENABLE_BOX2D_INTEGRATION _pB2Body = pBody; #else CCASSERT(false, "Can't call box2d methods when Box2d is disabled"); #endif } float PhysicsSprite::getPTMRatio() const { #if CC_ENABLE_BOX2D_INTEGRATION return _PTMRatio; #else CCASSERT(false, "Can't call box2d methods when Box2d is disabled"); return 0; #endif } void PhysicsSprite::setPTMRatio(float fRatio) { #if CC_ENABLE_BOX2D_INTEGRATION _PTMRatio = fRatio; #else CCASSERT(false, "Can't call box2d methods when Box2d is disabled"); #endif } // // Common to Box2d and Chipmunk // const Vector2& PhysicsSprite::getPosFromPhysics() const { static Vector2 s_physicPosion; #if CC_ENABLE_CHIPMUNK_INTEGRATION cpVect cpPos = cpBodyGetPos(_CPBody); s_physicPosion = Vector2(cpPos.x, cpPos.y); #elif CC_ENABLE_BOX2D_INTEGRATION b2Vec2 pos = _pB2Body->GetPosition(); float x = pos.x * _PTMRatio; float y = pos.y * _PTMRatio; s_physicPosion = Vector2(x,y); #endif return s_physicPosion; } void PhysicsSprite::setPosition(const Vector2 &pos) { #if CC_ENABLE_CHIPMUNK_INTEGRATION cpVect cpPos = cpv(pos.x, pos.y); cpBodySetPos(_CPBody, cpPos); #elif CC_ENABLE_BOX2D_INTEGRATION float angle = _pB2Body->GetAngle(); _pB2Body->SetTransform(b2Vec2(pos.x / _PTMRatio, pos.y / _PTMRatio), angle); #endif } float PhysicsSprite::getRotation() const { #if CC_ENABLE_CHIPMUNK_INTEGRATION return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody))); #elif CC_ENABLE_BOX2D_INTEGRATION return (_ignoreBodyRotation ? Sprite::getRotation() : CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle())); #endif } void PhysicsSprite::setRotation(float fRotation) { if (_ignoreBodyRotation) { Sprite::setRotation(fRotation); } #if CC_ENABLE_CHIPMUNK_INTEGRATION else { cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation)); } #elif CC_ENABLE_BOX2D_INTEGRATION else { b2Vec2 p = _pB2Body->GetPosition(); float radians = CC_DEGREES_TO_RADIANS(fRotation); _pB2Body->SetTransform(p, radians); } #endif } // returns the transform matrix according the Chipmunk Body values const Matrix& PhysicsSprite::getNodeToParentTransform() const { // 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 CC_ENABLE_CHIPMUNK_INTEGRATION 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; } float mat[] = { (float)rot.x * _scaleX, (float)rot.y * _scaleX, 0, 0, (float)-rot.y * _scaleY, (float)rot.x * _scaleY, 0, 0, 0, 0, 1, 0, x, y, 0, 1}; _transform.set(mat); return _transform; #elif CC_ENABLE_BOX2D_INTEGRATION 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); if (!_anchorPointInPoints.equals(Vector2::ZERO)) { x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY)); y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY)); } // Rot, Translate Matrix float mat[] = { (float)c * _scaleX, (float)s * _scaleX, 0, 0, (float)-s * _scaleY, (float)c * _scaleY, 0, 0, 0, 0, 1, 0, x, y, 0, 1}; _transform.set(mat); return _transform; #endif } NS_CC_EXT_END