/* 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. */ #include "CCPhysicsDebugNode.h" #if CC_ENABLE_CHIPMUNK_INTEGRATION #include "ccTypes.h" #include "cocoa/CCGeometry.h" #include #include #include #include #include NS_CC_EXT_BEGIN /* IMPORTANT - READ ME! This file sets pokes around in the private API a lot to provide efficient debug rendering given nothing more than reference to a Chipmunk space. It is not recommended to write rendering code like this in your own games as the private API may change with little or no warning. */ static Color4F ColorForBody(cpBody *body) { if (cpBodyIsRogue(body) || cpBodyIsSleeping(body)) { return Color4F(0.5f, 0.5f, 0.5f ,0.5f); } else if (body->CP_PRIVATE(node).idleTime > body->CP_PRIVATE(space)->sleepTimeThreshold) { return Color4F(0.33f, 0.33f, 0.33f, 0.5f); } else { return Color4F(1.0f, 0.0f, 0.0f, 0.5f); } } static Point cpVert2ccp(const cpVect &vert) { return CCPointMake(vert.x, vert.y); } static Point* cpVertArray2ccpArrayN(const cpVect* cpVertArray, unsigned int count) { if (count == 0) return NULL; Point* pPoints = new Point[count]; for (unsigned int i = 0; i < count; ++i) { pPoints[i].x = cpVertArray[i].x; pPoints[i].y = cpVertArray[i].y; } return pPoints; } static void DrawShape(cpShape *shape, DrawNode *renderer) { cpBody *body = shape->body; Color4F color = ColorForBody(body); switch (shape->CP_PRIVATE(klass)->type) { case CP_CIRCLE_SHAPE: { cpCircleShape *circle = (cpCircleShape *)shape; cpVect center = circle->tc; cpFloat radius = circle->r; renderer->drawDot(cpVert2ccp(center), cpfmax(radius, 1.0), color); renderer->drawSegment(cpVert2ccp(center), cpVert2ccp(cpvadd(center, cpvmult(body->rot, radius))), 1.0, color); } break; case CP_SEGMENT_SHAPE: { cpSegmentShape *seg = (cpSegmentShape *)shape; renderer->drawSegment(cpVert2ccp(seg->ta), cpVert2ccp(seg->tb), cpfmax(seg->r, 2.0), color); } break; case CP_POLY_SHAPE: { cpPolyShape *poly = (cpPolyShape *)shape; Color4F line = color; line.a = cpflerp(color.a, 1.0, 0.5); Point* pPoints = cpVertArray2ccpArrayN(poly->tVerts, poly->numVerts); renderer->drawPolygon(pPoints, poly->numVerts, color, 1.0, line); CC_SAFE_DELETE_ARRAY(pPoints); } break; default: cpAssertHard(false, "Bad assertion in DrawShape()"); } } static Color4F CONSTRAINT_COLOR(0, 1, 0, 0.5); static void DrawConstraint(cpConstraint *constraint, DrawNode *renderer) { cpBody *body_a = constraint->a; cpBody *body_b = constraint->b; const cpConstraintClass *klass = constraint->CP_PRIVATE(klass); if (klass == cpPinJointGetClass()) { cpPinJoint *joint = (cpPinJoint *)constraint; cpVect a = cpBodyLocal2World(body_a, joint->anchr1); cpVect b = cpBodyLocal2World(body_b, joint->anchr2); renderer->drawDot(cpVert2ccp(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2ccp(b), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2ccp(a), cpVert2ccp(b), 1.0, CONSTRAINT_COLOR); } else if (klass == cpSlideJointGetClass()) { cpSlideJoint *joint = (cpSlideJoint *)constraint; cpVect a = cpBodyLocal2World(body_a, joint->anchr1); cpVect b = cpBodyLocal2World(body_b, joint->anchr2); renderer->drawDot(cpVert2ccp(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2ccp(b), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2ccp(a), cpVert2ccp(b), 1.0, CONSTRAINT_COLOR); } else if (klass == cpPivotJointGetClass()) { cpPivotJoint *joint = (cpPivotJoint *)constraint; cpVect a = cpBodyLocal2World(body_a, joint->anchr1); cpVect b = cpBodyLocal2World(body_b, joint->anchr2); renderer->drawDot(cpVert2ccp(a), 3.0, CONSTRAINT_COLOR); renderer->drawDot(cpVert2ccp(b), 3.0, CONSTRAINT_COLOR); } else if (klass == cpGrooveJointGetClass()) { cpGrooveJoint *joint = (cpGrooveJoint *)constraint; cpVect a = cpBodyLocal2World(body_a, joint->grv_a); cpVect b = cpBodyLocal2World(body_a, joint->grv_b); cpVect c = cpBodyLocal2World(body_b, joint->anchr2); renderer->drawDot(cpVert2ccp(c), 3.0, CONSTRAINT_COLOR); renderer->drawSegment(cpVert2ccp(a), cpVert2ccp(b), 1.0, CONSTRAINT_COLOR); } else if (klass == cpDampedSpringGetClass()) { // TODO } else { // printf("Cannot draw constraint\n"); } } // implementation of PhysicsDebugNode void PhysicsDebugNode::draw() { if (! _spacePtr) { return; } cpSpaceEachShape(_spacePtr, (cpSpaceShapeIteratorFunc)DrawShape, this); cpSpaceEachConstraint(_spacePtr, (cpSpaceConstraintIteratorFunc)DrawConstraint, this); DrawNode::draw(); DrawNode::clear(); } PhysicsDebugNode::PhysicsDebugNode() : _spacePtr(NULL) {} PhysicsDebugNode* PhysicsDebugNode::create(cpSpace *space) { PhysicsDebugNode *node = new PhysicsDebugNode(); if (node) { node->init(); node->_spacePtr = space; node->autorelease(); } else { CC_SAFE_DELETE(node); } return node; } PhysicsDebugNode::~PhysicsDebugNode() { } cpSpace* PhysicsDebugNode::getSpace() const { return _spacePtr; } void PhysicsDebugNode::setSpace(cpSpace *space) { _spacePtr = space; } NS_CC_EXT_END #endif // CC_ENABLE_CHIPMUNK_INTEGRATION