/* 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 "CCPhysicsSpriteChipmunk2D.h" #include "base/CCDirector.h" #include "base/CCEventDispatcher.h" #include "chipmunk/chipmunk.h" NS_CC_EXT_BEGIN PhysicsSpriteChipmunk2D::PhysicsSpriteChipmunk2D() : _ignoreBodyRotation(false), _CPBody(nullptr), _syncTransform(nullptr) {} PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create() { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D* pTexture) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->initWithTexture(pTexture)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D* pTexture, const Rect& rect) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->initWithTexture(pTexture, rect)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrame(SpriteFrame* pSpriteFrame) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->initWithSpriteFrame(pSpriteFrame)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrameName(const char* pszSpriteFrameName) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->initWithSpriteFrameName(pszSpriteFrameName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char* pszFileName) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (pRet->initWithFile(pszFileName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char* pszFileName, const Rect& rect) { PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D(); if (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 PhysicsSpriteChipmunk2D::isDirty() const { return true; } bool PhysicsSpriteChipmunk2D::isIgnoreBodyRotation() const { return _ignoreBodyRotation; } void PhysicsSpriteChipmunk2D::setIgnoreBodyRotation(bool bIgnoreBodyRotation) { _ignoreBodyRotation = bIgnoreBodyRotation; } // Override the setters and getters to always reflect the body's properties. const Vec2& PhysicsSpriteChipmunk2D::getPosition() const { return getPosFromPhysics(); } void PhysicsSpriteChipmunk2D::getPosition(float* x, float* y) const { if (x == nullptr || y == nullptr) { return; } const Vec2& pos = getPosFromPhysics(); *x = pos.x; *y = pos.y; } float PhysicsSpriteChipmunk2D::getPositionX() const { return getPosFromPhysics().x; } float PhysicsSpriteChipmunk2D::getPositionY() const { return getPosFromPhysics().y; } Vec3 PhysicsSpriteChipmunk2D::getPosition3D() const { Vec2 pos = getPosFromPhysics(); return Vec3(pos.x, pos.y, 0); } // // Chipmunk only // cpBody* PhysicsSpriteChipmunk2D::getCPBody() const { return _CPBody; } void PhysicsSpriteChipmunk2D::setCPBody(cpBody* pBody) { _CPBody = pBody; } // // Common to Box2d and Chipmunk // const Vec2& PhysicsSpriteChipmunk2D::getPosFromPhysics() const { static Vec2 s_physicPosion; cpVect cpPos = cpBodyGetPosition(_CPBody); s_physicPosion = Vec2(cpPos.x, cpPos.y); return s_physicPosion; } void PhysicsSpriteChipmunk2D::setPosition(float x, float y) { cpVect cpPos = cpv(x, y); cpBodySetPosition(_CPBody, cpPos); } void PhysicsSpriteChipmunk2D::setPosition(const Vec2& pos) { setPosition(pos.x, pos.y); } void PhysicsSpriteChipmunk2D::setPositionX(float x) { setPosition(x, getPositionY()); } void PhysicsSpriteChipmunk2D::setPositionY(float y) { setPosition(getPositionX(), y); } void PhysicsSpriteChipmunk2D::setPosition3D(const Vec3& position) { setPosition(position.x, position.y); } float PhysicsSpriteChipmunk2D::getRotation() const { return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody))); } void PhysicsSpriteChipmunk2D::setRotation(float fRotation) { if (_ignoreBodyRotation) { Sprite::setRotation(fRotation); } else { cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation)); } } void PhysicsSpriteChipmunk2D::syncPhysicsTransform() 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 cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : cpBodyGetRotation(_CPBody)); float x = cpBodyGetPosition(_CPBody).x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY; float y = cpBodyGetPosition(_CPBody).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); } void PhysicsSpriteChipmunk2D::onEnter() { Node::onEnter(); _syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener( Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSpriteChipmunk2D::afterUpdate, this, std::placeholders::_1)); _syncTransform->retain(); } void PhysicsSpriteChipmunk2D::onExit() { if (_syncTransform != nullptr) { Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform); _syncTransform->release(); } Node::onExit(); } void PhysicsSpriteChipmunk2D::afterUpdate(EventCustom* /*event*/) { syncPhysicsTransform(); _transformDirty = false; _transformUpdated = true; setDirtyRecursively(true); } NS_CC_EXT_END