/**************************************************************************** Copyright (c) 2013-2017 Chukong Technologies Inc. https://axmolengine.github.io/ 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 "ColliderDetector.h" #include "Bone.h" #include "TransformHelp.h" USING_NS_AX; namespace cocostudio { #if ENABLE_PHYSICS_BOX2D_DETECT ColliderFilter::ColliderFilter(uint16 categoryBits, uint16 maskBits, int16 groupIndex) : _categoryBits(categoryBits), _maskBits(maskBits), _groupIndex(groupIndex) {} void ColliderFilter::updateShape(b2Fixture* fixture) { b2Filter filter; filter.categoryBits = _categoryBits; filter.groupIndex = _groupIndex; filter.maskBits = _maskBits; fixture->SetFilterData(filter); } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT ColliderFilter::ColliderFilter(cpCollisionType collisionType, cpGroup group) : _collisionType(collisionType), _group(group) {} void ColliderFilter::updateShape(cpShape* shape) { shape->collision_type = _collisionType; shape->group = _group; } #endif #if ENABLE_PHYSICS_BOX2D_DETECT ColliderBody::ColliderBody(ContourData* contourData) : _fixture(nullptr), _contourData(contourData) { AX_SAFE_RETAIN(_contourData); _filter = new ColliderFilter(); # if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX _calculatedVertexList = Array::create(); AX_SAFE_RETAIN(_calculatedVertexList); # endif } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT ColliderBody::ColliderBody(ContourData* contourData) : _shape(nullptr), _contourData(contourData) { AX_SAFE_RETAIN(_contourData); _filter = new ColliderFilter(); # if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX _calculatedVertexList = Array::create(); AX_SAFE_RETAIN(_calculatedVertexList); # endif } #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX ColliderBody::ColliderBody(ContourData* contourData) : _contourData(contourData) { AX_SAFE_RETAIN(_contourData); } #endif ColliderBody::~ColliderBody() { AX_SAFE_RELEASE(_contourData); #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT AX_SAFE_DELETE(_filter); #endif } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT void ColliderBody::setColliderFilter(ColliderFilter* filter) { *_filter = *filter; } ColliderFilter* ColliderBody::getColliderFilter() { return _filter; } #endif ColliderDetector* ColliderDetector::create() { ColliderDetector* pColliderDetector = new ColliderDetector(); if (pColliderDetector->init()) { pColliderDetector->autorelease(); return pColliderDetector; } AX_SAFE_DELETE(pColliderDetector); return nullptr; } ColliderDetector* ColliderDetector::create(Bone* bone) { ColliderDetector* pColliderDetector = new ColliderDetector(); if (pColliderDetector->init(bone)) { pColliderDetector->autorelease(); return pColliderDetector; } AX_SAFE_DELETE(pColliderDetector); return nullptr; } ColliderDetector::ColliderDetector() : _active(false) { #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT _body = nullptr; _filter = nullptr; #endif } ColliderDetector::~ColliderDetector() { _colliderBodyList.clear(); #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT AX_SAFE_DELETE(_filter); #endif } bool ColliderDetector::init() { _colliderBodyList.clear(); #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT _filter = new ColliderFilter(); #endif return true; } bool ColliderDetector::init(Bone* bone) { init(); setBone(bone); return true; } void ColliderDetector::addContourData(ContourData* contourData) { ColliderBody* colliderBody = new ColliderBody(contourData); _colliderBodyList.pushBack(colliderBody); colliderBody->release(); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX std::vector& calculatedVertexList = colliderBody->_calculatedVertexList; unsigned long num = contourData->vertexList.size(); for (unsigned long i = 0; i < num; i++) { calculatedVertexList.emplace_back(Vec2()); } #endif } void ColliderDetector::addContourDataList(ax::Vector& contourDataList) { for (const auto& contourData : contourDataList) { this->addContourData(contourData); } } void ColliderDetector::removeContourData(ContourData* contourData) { std::vector eraseList; for (const auto& body : _colliderBodyList) { if (body && body->getContourData() == contourData) { eraseList.emplace_back(body); } } for (const auto& body : eraseList) { this->_colliderBodyList.eraseObject(body); } } void ColliderDetector::removeAll() { _colliderBodyList.clear(); } void ColliderDetector::setActive(bool active) { if (_active == active) { return; } _active = active; #if ENABLE_PHYSICS_BOX2D_DETECT if (_body) { if (active) { setBody(_body); } else { for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; b2Fixture* fixture = colliderBody->getB2Fixture(); _body->DestroyFixture(fixture); colliderBody->setB2Fixture(nullptr); } } } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT if (_body) { if (_active) { for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; cpShape* shape = colliderBody->getShape(); if (shape->space_private == nullptr) { cpSpaceAddShape(_body->space_private, shape); } } } else { for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; cpShape* shape = colliderBody->getShape(); if (shape->space_private != nullptr) { cpSpaceRemoveShape(_body->space_private, shape); } } } } #endif } bool ColliderDetector::getActive() { return _active; } const ax::Vector& ColliderDetector::getColliderBodyList() { return _colliderBodyList; } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT void ColliderDetector::setColliderFilter(ColliderFilter* filter) { *_filter = *filter; for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; colliderBody->setColliderFilter(filter); # if ENABLE_PHYSICS_BOX2D_DETECT if (colliderBody->getB2Fixture()) { colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture()); } # elif ENABLE_PHYSICS_CHIPMUNK_DETECT if (colliderBody->getShape()) { colliderBody->getColliderFilter()->updateShape(colliderBody->getShape()); } # endif } } ColliderFilter* ColliderDetector::getColliderFilter() { return _filter; } #endif Vec2 helpPoint; void ColliderDetector::updateTransform(Mat4& t) { if (!_active) { return; } for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; ContourData* contourData = colliderBody->getContourData(); #if ENABLE_PHYSICS_BOX2D_DETECT b2PolygonShape* shape = nullptr; if (_body != nullptr) { shape = (b2PolygonShape*)colliderBody->getB2Fixture()->GetShape(); } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT cpPolyShape* shape = nullptr; if (_body != nullptr) { shape = (cpPolyShape*)colliderBody->getShape(); } #endif unsigned long num = contourData->vertexList.size(); std::vector& vs = contourData->vertexList; #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX std::vector& cvs = colliderBody->_calculatedVertexList; #endif for (unsigned long i = 0; i < num; i++) { helpPoint.setPoint(vs.at(i).x, vs.at(i).y); helpPoint = PointApplyTransform(helpPoint, t); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX cvs.at(i).x = helpPoint.x; cvs.at(i).y = helpPoint.y; #endif #if ENABLE_PHYSICS_BOX2D_DETECT if (shape != nullptr) { b2Vec2& bv = shape->m_vertices[i]; bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO); } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT if (shape != nullptr) { cpVect v; v.x = helpPoint.x; v.y = helpPoint.y; shape->verts[i] = v; } #endif } #if ENABLE_PHYSICS_CHIPMUNK_DETECT cpConvexHull((int)num, shape->verts, nullptr, nullptr, 0); for (unsigned long i = 0; i < num; i++) { cpVect b = shape->verts[(i + 1) % shape->numVerts]; cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i]))); shape->planes[i].n = n; shape->planes[i].d = cpvdot(n, shape->verts[i]); } #endif } } #if ENABLE_PHYSICS_BOX2D_DETECT void ColliderDetector::setBody(b2Body* pBody) { _body = pBody; for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; ContourData* contourData = colliderBody->getContourData(); b2Vec2* b2bv = new b2Vec2[contourData->vertexList.size()]; int i = 0; for (auto&& v : contourData->vertexList) { b2bv[i].Set(v.x / PT_RATIO, v.y / PT_RATIO); i++; } b2PolygonShape polygon; polygon.Set(b2bv, (int)contourData->vertexList.size()); AX_SAFE_DELETE(b2bv); b2FixtureDef fixtureDef; fixtureDef.shape = &polygon; fixtureDef.isSensor = true; b2Fixture* fixture = _body->CreateFixture(&fixtureDef); fixture->SetUserData(_bone); if (colliderBody->getB2Fixture() != nullptr) { _body->DestroyFixture(colliderBody->getB2Fixture()); } colliderBody->setB2Fixture(fixture); colliderBody->getColliderFilter()->updateShape(fixture); } } b2Body* ColliderDetector::getBody() const { return _body; } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT void ColliderDetector::setBody(cpBody* pBody) { _body = pBody; for (auto&& object : _colliderBodyList) { ColliderBody* colliderBody = (ColliderBody*)object; ContourData* contourData = colliderBody->getContourData(); ssize_t num = contourData->vertexList.size(); auto vs = contourData->vertexList; cpVect* verts = new cpVect[num]; for (int i = 0; i < num; i++) { verts[num - 1 - i].x = vs.at(i).x; verts[num - 1 - i].y = vs.at(i).y; } cpShape* shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero); shape->sensor = true; shape->data = _bone; if (_active) { cpSpaceAddShape(_body->space_private, shape); } colliderBody->setShape(shape); colliderBody->getColliderFilter()->updateShape(shape); delete[] verts; } } cpBody* ColliderDetector::getBody() const { return _body; } #endif } // namespace cocostudio