/**************************************************************************** Copyright (c) 2013 cocos2d-x.org http://www.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 "cocostudio/CCColliderDetector.h" #include "cocostudio/CCBone.h" #include "cocostudio/CCTransformHelp.h" #if ENABLE_PHYSICS_BOX2D_DETECT #include "Box2D/Box2D.h" #elif ENABLE_PHYSICS_CHIPMUNK_DETECT #include "chipmunk.h" #endif using namespace cocos2d; namespace cocostudio { #if ENABLE_PHYSICS_BOX2D_DETECT ColliderFilter::ColliderFilter(unsigned short categoryBits, unsigned short maskBits, signed short 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(uintptr_t collisionType, uintptr_t 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) { CC_SAFE_RETAIN(_contourData); _filter = new ColliderFilter(); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX _calculatedVertexList = Array::create(); CC_SAFE_RETAIN(_calculatedVertexList); #endif } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT ColliderBody::ColliderBody(ContourData *contourData) : _shape(nullptr) , _contourData(contourData) { CC_SAFE_RETAIN(_contourData); _filter = new ColliderFilter(); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX _calculatedVertexList = Array::create(); CC_SAFE_RETAIN(_calculatedVertexList); #endif } #endif ColliderBody::~ColliderBody() { CC_SAFE_RELEASE(_contourData); CC_SAFE_DELETE(_filter); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX CC_SAFE_RELEASE(_calculatedVertexList); #endif } void ColliderBody::setColliderFilter(ColliderFilter *filter) { *_filter = *filter; } ColliderFilter *ColliderBody::getColliderFilter() { return _filter; } ColliderDetector *ColliderDetector::create() { ColliderDetector *pColliderDetector = new ColliderDetector(); if (pColliderDetector && pColliderDetector->init()) { pColliderDetector->autorelease(); return pColliderDetector; } CC_SAFE_DELETE(pColliderDetector); return nullptr; } ColliderDetector *ColliderDetector::create(Bone *bone) { ColliderDetector *pColliderDetector = new ColliderDetector(); if (pColliderDetector && pColliderDetector->init(bone)) { pColliderDetector->autorelease(); return pColliderDetector; } CC_SAFE_DELETE(pColliderDetector); return nullptr; } ColliderDetector::ColliderDetector() : _colliderBodyList(nullptr) , _filter(nullptr) , _active(false) { _body = nullptr; } ColliderDetector::~ColliderDetector() { _colliderBodyList->removeAllObjects(); CC_SAFE_DELETE(_colliderBodyList); CC_SAFE_DELETE(_filter); } bool ColliderDetector::init() { _colliderBodyList = Array::create(); CCASSERT(_colliderBodyList, "create _colliderBodyList failed!"); _colliderBodyList->retain(); _filter = new ColliderFilter(); return true; } bool ColliderDetector::init(Bone *bone) { init(); setBone(bone); return true; } void ColliderDetector::addContourData(ContourData *contourData) { ColliderBody *colliderBody = new ColliderBody(contourData); _colliderBodyList->addObject(colliderBody); colliderBody->release(); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX CCArray *calculatedVertexList = colliderBody->getCalculatedVertexList(); int num = contourData->vertexList.count(); for (int i = 0; i < num; i++) { ContourVertex2 *newVertex = new ContourVertex2(0, 0); calculatedVertexList->addObject(newVertex); newVertex->release(); } #endif } void ColliderDetector::addContourDataList(Array *contourDataList) { for(auto object : *contourDataList) { addContourData((ContourData *)object); } } void ColliderDetector::removeContourData(ContourData *contourData) { for(auto object : *_colliderBodyList) { ColliderBody *body = (ColliderBody*)object; if (body && body->getContourData() == contourData) { _colliderBodyList->removeObject(body); } } } void ColliderDetector::removeAll() { _colliderBodyList->removeAllObjects(); } 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; } Array *ColliderDetector::getColliderBodyList() { return _colliderBodyList; } 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; } Point helpPoint; void ColliderDetector::updateTransform(AffineTransform &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 int num = contourData->vertexList.count(); ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr; #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX ContourVertex2 **cvs = (ContourVertex2 **)colliderBody->getCalculatedVertexList()->data->arr; #endif for (int i = 0; i < num; i++) { helpPoint.setPoint( vs[i]->x, vs[i]->y); helpPoint = PointApplyAffineTransform(helpPoint, t); #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX cvs[i]->x = helpPoint.x; cvs[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(num, shape->verts, nullptr, nullptr, 0); for (int 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(); const Array *array = &contourData->vertexList; Object *object = nullptr; b2Vec2 *b2bv = new b2Vec2[contourData->vertexList.count()]; int i = 0; for(auto object : *array) { ContourVertex2 *v = (ContourVertex2 *)object; b2bv[i].Set(v->x / PT_RATIO, v->y / PT_RATIO); i++; } b2PolygonShape polygon; polygon.Set(b2bv, contourData->vertexList.count()); CC_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(); int num = contourData->vertexList.count(); ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr; cpVect *verts = new cpVect[num]; for (int i = 0; i < num; i++) { verts[num - 1 - i].x = vs[i]->x; verts[num - 1 - i].y = vs[i]->y; } cpShape *shape = cpPolyShapeNew(_body, 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 }