/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software * * 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 "CCPhysicsSprite.h" #include "ScriptingCore.h" #include "js_manual_conversions.h" using namespace cocos2d; static CCPoint cpVect_to_ccPoint(cpVect p) { return CCPoint(p.x, p.y); } static cpVect ccPoint_to_cpVect(CCPoint point) { cpVect t; t.x = point.x; t.y = point.y; return t; } const cocos2d::CCPoint& CCPhysicsSprite::getPosition() { cpVect temp = cpBodyGetPos(_body); return cpVect_to_ccPoint(temp); } void CCPhysicsSprite::setPosition(const cocos2d::CCPoint &pos) { cpBodySetPos(_body, ccPoint_to_cpVect(getPosition())); // CCNode::setPosition(pos); } float CCPhysicsSprite::getRotation() { return (_ignoreBodyRotation ? m_fRotation : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_body))); } void CCPhysicsSprite::setRotation(float rotation) { if(_ignoreBodyRotation){ m_fRotation = rotation; } else { cpBodySetAngle(_body, -CC_DEGREES_TO_RADIANS(rotation)); m_fRotation = -CC_DEGREES_TO_RADIANS(rotation); } } cocos2d::CCAffineTransform CCPhysicsSprite::nodeToParentTransform() { cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(m_fRotation)) : _body->rot); CGFloat x = _body->p.x + rot.x*-m_tAnchorPointInPoints.x - rot.y*-m_tAnchorPointInPoints.y; CGFloat y = _body->p.y + rot.y*-m_tAnchorPointInPoints.x + rot.x*-m_tAnchorPointInPoints.y; if(m_bIgnoreAnchorPointForPosition){ x += m_tAnchorPointInPoints.x; y += m_tAnchorPointInPoints.y; } return (m_tTransform = cocos2d::__CCAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y)); } // //-(BOOL) dirty //{ // return YES; //} //// Override the setters and getters to always reflect the body's properties. //-(CGPoint)position //{ // return cpBodyGetPos(_body); //} // //-(void)setPosition:(CGPoint)position //{ // cpBodySetPos(_body, position); //} // //-(float)rotation //{ // return (_ignoreBodyRotation ? super.rotation : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_body))); //} // //-(void)setRotation:(float)rotation //{ // if(_ignoreBodyRotation){ // super.rotation = rotation; // } else { // cpBodySetAngle(_body, -CC_DEGREES_TO_RADIANS(rotation)); // } //} // //// returns the transform matrix according the Chipmunk Body values //-(CGAffineTransform) nodeToParentTransform //{ // cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(rotationX_)) : _body->rot); // CGFloat x = _body->p.x + rot.x*-anchorPointInPoints_.x - rot.y*-anchorPointInPoints_.y; // CGFloat y = _body->p.y + rot.y*-anchorPointInPoints_.x + rot.x*-anchorPointInPoints_.y; // // if(ignoreAnchorPointForPosition_){ // x += anchorPointInPoints_.x; // y += anchorPointInPoints_.y; // } // // return (transform_ = CGAffineTransformMake(rot.x, rot.y, -rot.y, rot.x, x, y)); //} // //@end