/**************************************************************************** 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 "CCPhysicsShape.h" #ifdef CC_USE_PHYSICS #if (CC_PHYSICS_ENGINE == CC_PHYSICS_CHIPMUNK) #include "chipmunk.h" #elif (CC_PHYSICS_ENGINE == CCPHYSICS_BOX2D) #include "Box2D.h" #endif #include "CCPhysicsBody.h" #include "CCPhysicsWorld.h" #include "chipmunk/CCPhysicsBodyInfo.h" #include "Box2D/CCPhysicsBodyInfo.h" #include "chipmunk/CCPhysicsShapeInfo.h" #include "Box2D/CCPhysicsShapeInfo.h" #include "chipmunk/CCPhysicsHelper.h" NS_CC_BEGIN PhysicsShape::PhysicsShape() : _body(nullptr) , _info(nullptr) , _type(Type::UNKNOWN) , _area(0) , _mass(0) , _angularDamping(0) , _density(0) , _tag(0) , _enable(true) , _isAddToBody(false) { } PhysicsShape::~PhysicsShape() { CC_SAFE_DELETE(_info); } bool PhysicsShape::init(PhysicsBody* body, Type type) { if (body == nullptr) return false; _body = body; _info = new PhysicsShapeInfo(this); if (_info == nullptr) return false; _type = type; return true; } void PhysicsShape::setMass(float mass) { } void PhysicsShape::setEnable(bool enable) { if (_enable != enable) { _enable = enable; if (_body->getWorld() && _body->isEnable()) { if (enable) { _body->getWorld()->addShape(this); }else { _body->getWorld()->removeShape(this); } } } } void PhysicsShape::addToBody() { if(_body != nullptr) _body->addShape(this); } PhysicsBodyInfo* PhysicsShape::bodyInfo() const { return _body->_info; } PhysicsShapeCircle::PhysicsShapeCircle() { } PhysicsShapeCircle::~PhysicsShapeCircle() { } PhysicsShapeBox::PhysicsShapeBox() { } PhysicsShapeBox::~PhysicsShapeBox() { } PhysicsShapePolygon::PhysicsShapePolygon() { } PhysicsShapePolygon::~PhysicsShapePolygon() { } PhysicsShapeEdgeBox::PhysicsShapeEdgeBox() { } PhysicsShapeEdgeBox::~PhysicsShapeEdgeBox() { } PhysicsShapeEdgeChain::PhysicsShapeEdgeChain() { } PhysicsShapeEdgeChain::~PhysicsShapeEdgeChain() { } PhysicsShapeEdgePolygon::PhysicsShapeEdgePolygon() { } PhysicsShapeEdgePolygon::~PhysicsShapeEdgePolygon() { } PhysicsShapeEdgeSegment::PhysicsShapeEdgeSegment() { } PhysicsShapeEdgeSegment::~PhysicsShapeEdgeSegment() { } #if (CC_PHYSICS_ENGINE == CC_PHYSICS_CHIPMUNK) // PhysicsShapeCircle PhysicsShapeCircle* PhysicsShapeCircle::create(PhysicsBody* body, float radius, float density/* = 0*/, Point offset/* = Point(0, 0)*/) { PhysicsShapeCircle* shape = new PhysicsShapeCircle(); if (shape && shape->init(body, radius, density, offset)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeCircle::init(PhysicsBody* body, float radius, float density/* = 0*/, Point offset /*= Point(0, 0)*/) { do { CC_BREAK_IF(!PhysicsShape::init(body, Type::CIRCLE)); cpShape* shape = cpCircleShapeNew(bodyInfo()->body, radius, PhysicsHelper::point2cpv(offset)); CC_BREAK_IF(shape == nullptr); _density = density; _area = PhysicsHelper::cpfloat2float(cpAreaForCircle(0, radius)); _mass = _density * _area; if (_mass != 0) { _angularDamping = cpMomentForCircle(_density, 0, radius, PhysicsHelper::point2cpv(offset)); } _info->add(shape); return true; } while (false); return false; } // PhysicsShapeEdgeSegment PhysicsShapeEdgeSegment* PhysicsShapeEdgeSegment::create(PhysicsBody* body, Point a, Point b, float border/* = 1*/) { PhysicsShapeEdgeSegment* shape = new PhysicsShapeEdgeSegment(); if (shape && shape->init(body, a, b, border)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeEdgeSegment::init(PhysicsBody* body, Point a, Point b, float border/* = 1*/) { do { CC_BREAK_IF(!PhysicsShape::init(body, Type::EDGESEGMENT)); cpShape* shape = cpSegmentShapeNew(bodyInfo()->body, PhysicsHelper::point2cpv(a), PhysicsHelper::point2cpv(b), PhysicsHelper::float2cpfloat(border)); CC_BREAK_IF(shape == nullptr); _density = INFINITY; _angularDamping = INFINITY; _info->add(shape); return true; } while (false); return false; } // PhysicsShapeBox PhysicsShapeBox* PhysicsShapeBox::create(PhysicsBody* body, Size size, float density/* = 0*/, Point offset/* = Point(0, 0)*/) { PhysicsShapeBox* shape = new PhysicsShapeBox(); if (shape && shape->init(body, size, density, offset)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeBox::init(PhysicsBody* body, Size size, float density/* = 0*/, Point offset /*= Point(0, 0)*/) { do { CC_BREAK_IF(!PhysicsShape::init(body, Type::BOX)); cpShape* shape = cpBoxShapeNew(bodyInfo()->body, PhysicsHelper::float2cpfloat(size.width), PhysicsHelper::float2cpfloat(size.height)); CC_BREAK_IF(shape == nullptr); _density = density; _area = PhysicsHelper::cpfloat2float(cpAreaForPoly(4, ((cpPolyShape*)shape)->verts)); _mass = _density * _area; if (_mass != 0) { _angularDamping = cpMomentForBox(_mass, PhysicsHelper::float2cpfloat(size.width), PhysicsHelper::float2cpfloat(size.height)); } _info->add(shape); return true; } while (false); return false; } // PhysicsShapeCircle PhysicsShapePolygon* PhysicsShapePolygon::create(PhysicsBody* body, Point* points, int count, float density/* = 0*/, Point offset/* = Point(0, 0)*/) { PhysicsShapePolygon* shape = new PhysicsShapePolygon(); if (shape && shape->init(body, points, count, density, offset)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapePolygon::init(PhysicsBody* body, Point* points, int count, float density/* = 0*/, Point offset /*= Point(0, 0)*/) { do { CC_BREAK_IF(!PhysicsShape::init(body, Type::POLYGEN)); cpVect* vecs = new cpVect[count]; PhysicsHelper::points2cpvs(points, vecs, count); cpShape* shape = cpPolyShapeNew(bodyInfo()->body, count, vecs, PhysicsHelper::point2cpv(offset)); CC_SAFE_DELETE(vecs); CC_BREAK_IF(shape == nullptr); _density = density; _area = PhysicsHelper::cpfloat2float(cpAreaForPoly(((cpPolyShape*)shape)->numVerts, ((cpPolyShape*)shape)->verts)); _mass = _density * _area; if (_mass != 0) { _angularDamping = cpMomentForPoly(_mass, ((cpPolyShape*)shape)->numVerts, ((cpPolyShape*)shape)->verts, PhysicsHelper::point2cpv(offset)); } _info->add(shape); return true; } while (false); return false; } // PhysicsShapeEdgeBox PhysicsShapeEdgeBox* PhysicsShapeEdgeBox::create(PhysicsBody* body, Size size, float border/* = 1*/, Point offset/* = Point(0, 0)*/) { PhysicsShapeEdgeBox* shape = new PhysicsShapeEdgeBox(); if (shape && shape->init(body, size, border, offset)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeEdgeBox::init(PhysicsBody* body, Size size, float border/* = 1*/, Point offset/*= Point(0, 0)*/) { do { CC_BREAK_IF(!PhysicsShape::init(body, Type::EDGEBOX)); Point bodyPos = body->getPosition(); cpVect vec[4] = {}; vec[0] = PhysicsHelper::point2cpv(Point(bodyPos.x-size.width/2+offset.x, bodyPos.y-size.height/2+offset.y)); vec[1] = PhysicsHelper::point2cpv(Point(bodyPos.x+size.width/2+offset.x, bodyPos.y-size.height/2+offset.y)); vec[2] = PhysicsHelper::point2cpv(Point(bodyPos.x+size.width/2+offset.x, bodyPos.y+size.height/2+offset.y)); vec[3] = PhysicsHelper::point2cpv(Point(bodyPos.x-size.width/2+offset.x, bodyPos.y+size.height/2+offset.y)); int i = 0; for (; i < 4; ++i) { cpShape* shape = cpSegmentShapeNew(bodyInfo()->body, vec[i], vec[(i+1)%4], PhysicsHelper::float2cpfloat(border)); CC_BREAK_IF(shape == nullptr); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); _info->add(shape); } CC_BREAK_IF(i < 4); _mass = INFINITY; _angularDamping = INFINITY; return true; } while (false); return false; } // PhysicsShapeEdgeBox PhysicsShapeEdgePolygon* PhysicsShapeEdgePolygon::create(PhysicsBody* body, Point* points, int count, float border/* = 1*/) { PhysicsShapeEdgePolygon* shape = new PhysicsShapeEdgePolygon(); if (shape && shape->init(body, points, count, border)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeEdgePolygon::init(PhysicsBody* body, Point* points, int count, float border/* = 1*/) { cpVect* vec = nullptr; do { CC_BREAK_IF(!PhysicsShape::init(body, Type::EDGEPOLYGEN)); vec = new cpVect[count]; PhysicsHelper::points2cpvs(points, vec, count); int i = 0; for (; i < count; ++i) { cpShape* shape = cpSegmentShapeNew(bodyInfo()->body, vec[i], vec[(i+1)%count], PhysicsHelper::float2cpfloat(border)); CC_BREAK_IF(shape == nullptr); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); _info->add(shape); } CC_SAFE_DELETE(vec); CC_BREAK_IF(i < count); _mass = INFINITY; _angularDamping = INFINITY; return true; } while (false); if (vec != nullptr) delete[] vec; return false; } // PhysicsShapeEdgeChain PhysicsShapeEdgeChain* PhysicsShapeEdgeChain::create(PhysicsBody* body, Point* points, int count, float border/* = 1*/) { PhysicsShapeEdgeChain* shape = new PhysicsShapeEdgeChain(); if (shape && shape->init(body, points, count, border)) { shape->autorelease(); return shape; } CC_SAFE_DELETE(shape); return nullptr; } bool PhysicsShapeEdgeChain::init(PhysicsBody* body, Point* points, int count, float border/* = 1*/) { cpVect* vec = nullptr; do { CC_BREAK_IF(!PhysicsShape::init(body, Type::EDGECHAIN)); vec = new cpVect[count]; PhysicsHelper::points2cpvs(points, vec, count); int i = 0; for (; i < count - 1; ++i) { cpShape* shape = cpSegmentShapeNew(bodyInfo()->body, vec[i], vec[i+1], PhysicsHelper::float2cpfloat(border)); CC_BREAK_IF(shape == nullptr); cpShapeSetElasticity(shape, 1.0f); cpShapeSetFriction(shape, 1.0f); _info->add(shape); } if (vec != nullptr) delete[] vec; CC_BREAK_IF(i < count); _mass = INFINITY; _angularDamping = INFINITY; return true; } while (false); if (vec != nullptr) delete[] vec; return false; } #elif (CC_PHYSICS_ENGINE == CC_PHYSICS_BOX2D) #endif NS_CC_END #endif // CC_USE_PHYSICS