/* 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. */ #ifndef __PHYSICSNODES_CCPHYSICSSPRITE_H__ #define __PHYSICSNODES_CCPHYSICSSPRITE_H__ #include "cocos2d.h" #include "ExtensionMacros.h" #if CC_ENABLE_CHIPMUNK_INTEGRATION #include "chipmunk.h" #elif CC_ENABLE_BOX2D_INTEGRATION class b2Body; #endif // CC_ENABLE_BOX2D_INTEGRATION NS_CC_EXT_BEGIN /** A CCSprite subclass that is bound to a physics body. It works with: - Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined - Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined - Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined Features and Limitations: - Scale and Skew properties are ignored. - Position and rotation are going to updated from the physics body - If you update the rotation or position manually, the physics body will be updated - You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time */ class CCPhysicsSprite : public CCSprite { protected: bool m_bIgnoreBodyRotation; #if CC_ENABLE_CHIPMUNK_INTEGRATION cpBody *m_pBody; #elif CC_ENABLE_BOX2D_INTEGRATION b2Body *m_pBody; // Pixels to Meters ratio float m_fPTMRatio; #endif // CC_ENABLE_CHIPMUNK_INTEGRATION public: static CCPhysicsSprite* create(); /** Creates an sprite with a texture. The rect used will be the size of the texture. The offset will be (0,0). */ static CCPhysicsSprite* createWithTexture(CCTexture2D *pTexture); /** Creates an sprite with a texture and a rect. The offset will be (0,0). */ static CCPhysicsSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect); /** Creates an sprite with an sprite frame. */ static CCPhysicsSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame); /** Creates an sprite with an sprite frame name. An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name. If the CCSpriteFrame doesn't exist it will raise an exception. @since v0.9 */ static CCPhysicsSprite* createWithSpriteFrameName(const char *pszSpriteFrameName); /** Creates an sprite with an image filename. The rect used will be the size of the image. The offset will be (0,0). */ static CCPhysicsSprite* create(const char *pszFileName); /** Creates an sprite with an image filename and a rect. The offset will be (0,0). */ static CCPhysicsSprite* create(const char *pszFileName, const CCRect& rect); virtual bool isDirty(); /** Keep the sprite's rotation separate from the body. */ bool isIgnoreBodyRotation() const; void setIgnoreBodyRotation(bool bIgnoreBodyRotation); #if CC_ENABLE_CHIPMUNK_INTEGRATION virtual CCPoint getPosition(); virtual void setPosition(const CCPoint &position); virtual float getRotation(); virtual void setRotation(float fRotation); virtual CCAffineTransform nodeToParentTransform(); /** Body accessor when using regular Chipmunk */ cpBody* getBody() const; void setBody(cpBody *pBody); #elif CC_ENABLE_BOX2D_INTEGRATION virtual CCPoint getPosition(); virtual void setPosition(const CCPoint &position); virtual float getRotation(); virtual void setRotation(float fRotation); virtual CCAffineTransform nodeToParentTransform(); /** Body accessor when using box2d */ b2Body* getBody() const; void setBody(b2Body *pBody); float getPTMRatio() const; void setPTMRatio(float fPTMRatio); #endif // CC_ENABLE_BOX2D_INTEGRATION protected: CCPhysicsSprite(); }; NS_CC_EXT_END #endif // __PHYSICSNODES_CCPHYSICSSPRITE_H__