/* 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. */ #ifndef __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__ #define __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__ #include "2d/CCSprite.h" #include "extensions/ExtensionMacros.h" #include "extensions/ExtensionExport.h" #include "base/CCEventListenerCustom.h" struct cpBody; NS_AX_EXT_BEGIN /** A Sprite subclass that is bound to a physics body. It works with: - Chipmunk2D: Features and Limitations: - Scale and Skew properties are ignored. - Position and rotation are going to updated from the physics body - If you update the rotation or position manually, the physics body will be updated - You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time * @lua NA */ class AX_EX_DLL PhysicsSpriteChipmunk2D : public Sprite { public: static PhysicsSpriteChipmunk2D* create(); /** Creates an sprite with a texture. The rect used will be the size of the texture. The offset will be (0,0). */ static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D* pTexture); /** Creates an sprite with a texture and a rect. The offset will be (0,0). */ static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D* pTexture, const Rect& rect); /** Creates an sprite with an sprite frame. */ static PhysicsSpriteChipmunk2D* createWithSpriteFrame(SpriteFrame* pSpriteFrame); /** Creates an sprite with an sprite frame name. An SpriteFrame will be fetched from the SpriteFrameCache by name. If the SpriteFrame doesn't exist it will raise an exception. @since v0.9 */ static PhysicsSpriteChipmunk2D* createWithSpriteFrameName(const char* pszSpriteFrameName); /** Creates an sprite with an image filename. The rect used will be the size of the image. The offset will be (0,0). */ static PhysicsSpriteChipmunk2D* create(const char* pszFileName); /** Creates an sprite with an image filename and a rect. The offset will be (0,0). */ static PhysicsSpriteChipmunk2D* create(const char* pszFileName, const Rect& rect); PhysicsSpriteChipmunk2D(); virtual bool isDirty() const override; /** Keep the sprite's rotation separate from the body. */ bool isIgnoreBodyRotation() const; void setIgnoreBodyRotation(bool bIgnoreBodyRotation); // // Chipmunk specific // /** Body accessor when using regular Chipmunk */ cpBody* getCPBody() const; void setCPBody(cpBody* pBody); float getPTMRatio() const; void setPTMRatio(float fPTMRatio); virtual void syncPhysicsTransform() const; // overrides virtual const Vec2& getPosition() const override; virtual void getPosition(float* x, float* y) const override; virtual float getPositionX() const override; virtual float getPositionY() const override; virtual Vec3 getPosition3D() const override; virtual void setPosition(const Vec2& position) override; virtual void setPosition(float x, float y) override; virtual void setPositionX(float x) override; virtual void setPositionY(float y) override; virtual void setPosition3D(const Vec3& position) override; virtual float getRotation() const override; virtual void setRotation(float fRotation) override; virtual void onEnter() override; virtual void onExit() override; protected: const Vec2& getPosFromPhysics() const; void afterUpdate(EventCustom* event); protected: bool _ignoreBodyRotation; // chipmunk specific cpBody* _CPBody; // Event for update synchronise physic transform ax::EventListenerCustom* _syncTransform; }; NS_AX_EXT_END #endif // __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__