mirror of https://github.com/axmolengine/axmol.git
496 lines
12 KiB
C++
496 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "cocostudio/CCColliderDetector.h"
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#include "cocostudio/CCBone.h"
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#include "cocostudio/CCTransformHelp.h"
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#if ENABLE_PHYSICS_BOX2D_DETECT
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#include "Box2D/Box2D.h"
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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#include "chipmunk.h"
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#endif
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using namespace cocos2d;
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namespace cocostudio {
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#if ENABLE_PHYSICS_BOX2D_DETECT
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ColliderFilter::ColliderFilter(unsigned short categoryBits, unsigned short maskBits, signed short groupIndex)
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: _categoryBits(categoryBits)
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, _maskBits(maskBits)
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, _groupIndex(groupIndex)
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{
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}
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void ColliderFilter::updateShape(b2Fixture *fixture)
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{
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b2Filter filter;
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filter.categoryBits = _categoryBits;
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filter.groupIndex = _groupIndex;
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filter.maskBits = _maskBits;
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fixture->SetFilterData(filter);
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderFilter::ColliderFilter(uintptr_t collisionType, uintptr_t group)
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: _collisionType(collisionType)
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, _group(group)
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{
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}
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void ColliderFilter::updateShape(cpShape *shape)
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{
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shape->collision_type = _collisionType;
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shape->group = _group;
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}
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#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
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ColliderBody::ColliderBody(ContourData *contourData)
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: _fixture(nullptr)
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, _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
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CC_SAFE_RETAIN(_calculatedVertexList);
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#endif
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderBody::ColliderBody(ContourData *contourData)
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: _shape(nullptr)
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, _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
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CC_SAFE_RETAIN(_calculatedVertexList);
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#endif
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}
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#endif
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ColliderBody::~ColliderBody()
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{
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CC_SAFE_RELEASE(_contourData);
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CC_SAFE_DELETE(_filter);
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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CC_SAFE_RELEASE(_calculatedVertexList);
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#endif
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}
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void ColliderBody::setColliderFilter(ColliderFilter *filter)
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{
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*_filter = *filter;
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}
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ColliderFilter *ColliderBody::getColliderFilter()
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{
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return _filter;
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}
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ColliderDetector *ColliderDetector::create()
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{
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ColliderDetector *pColliderDetector = new ColliderDetector();
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if (pColliderDetector && pColliderDetector->init())
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{
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pColliderDetector->autorelease();
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return pColliderDetector;
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}
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CC_SAFE_DELETE(pColliderDetector);
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return nullptr;
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}
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ColliderDetector *ColliderDetector::create(Bone *bone)
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{
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ColliderDetector *pColliderDetector = new ColliderDetector();
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if (pColliderDetector && pColliderDetector->init(bone))
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{
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pColliderDetector->autorelease();
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return pColliderDetector;
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}
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CC_SAFE_DELETE(pColliderDetector);
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return nullptr;
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}
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ColliderDetector::ColliderDetector()
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: _colliderBodyList(nullptr)
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, _filter(nullptr)
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, _active(false)
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{
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_body = nullptr;
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}
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ColliderDetector::~ColliderDetector()
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{
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_colliderBodyList->removeAllObjects();
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CC_SAFE_DELETE(_colliderBodyList);
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CC_SAFE_DELETE(_filter);
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}
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bool ColliderDetector::init()
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{
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_colliderBodyList = Array::create();
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CCASSERT(_colliderBodyList, "create _colliderBodyList failed!");
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_colliderBodyList->retain();
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_filter = new ColliderFilter();
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return true;
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}
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bool ColliderDetector::init(Bone *bone)
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{
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init();
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setBone(bone);
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return true;
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}
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void ColliderDetector::addContourData(ContourData *contourData)
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{
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ColliderBody *colliderBody = new ColliderBody(contourData);
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_colliderBodyList->addObject(colliderBody);
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colliderBody->release();
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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CCArray *calculatedVertexList = colliderBody->getCalculatedVertexList();
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int num = contourData->vertexList.count();
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for (int i = 0; i < num; i++)
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{
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ContourVertex2 *newVertex = new ContourVertex2(0, 0);
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calculatedVertexList->addObject(newVertex);
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newVertex->release();
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}
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#endif
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}
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void ColliderDetector::addContourDataList(Array *contourDataList)
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{
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for(auto object : *contourDataList)
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{
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addContourData((ContourData *)object);
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}
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}
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void ColliderDetector::removeContourData(ContourData *contourData)
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{
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *body = (ColliderBody*)object;
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if (body && body->getContourData() == contourData)
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{
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_colliderBodyList->removeObject(body);
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}
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}
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}
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void ColliderDetector::removeAll()
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{
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_colliderBodyList->removeAllObjects();
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}
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void ColliderDetector::setActive(bool active)
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{
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if (_active == active)
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{
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return;
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}
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_active = active;
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (_body)
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{
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if (active)
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{
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setBody(_body);
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}
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else
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{
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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b2Fixture *fixture = colliderBody->getB2Fixture();
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_body->DestroyFixture(fixture);
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colliderBody->setB2Fixture(nullptr);
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}
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}
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (_body)
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{
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if (_active)
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{
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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cpShape *shape = colliderBody->getShape();
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if(shape->space_private == nullptr)
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{
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cpSpaceAddShape(_body->space_private, shape);
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}
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}
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}
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else
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{
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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cpShape *shape = colliderBody->getShape();
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if (shape->space_private != nullptr)
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{
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cpSpaceRemoveShape(_body->space_private, shape);
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}
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}
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}
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}
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#endif
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}
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bool ColliderDetector::getActive()
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{
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return _active;
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}
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Array *ColliderDetector::getColliderBodyList()
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{
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return _colliderBodyList;
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}
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void ColliderDetector::setColliderFilter(ColliderFilter *filter)
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{
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*_filter = *filter;
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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colliderBody->setColliderFilter(filter);
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (colliderBody->getB2Fixture())
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{
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colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (colliderBody->getShape())
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{
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colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
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}
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#endif
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}
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}
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ColliderFilter *ColliderDetector::getColliderFilter()
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{
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return _filter;
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}
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Point helpPoint;
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void ColliderDetector::updateTransform(AffineTransform &t)
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{
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if (!_active)
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{
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return;
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}
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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ContourData *contourData = colliderBody->getContourData();
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2PolygonShape *shape = nullptr;
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if (_body != nullptr)
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{
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shape = (b2PolygonShape *)colliderBody->getB2Fixture()->GetShape();
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpPolyShape *shape = nullptr;
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if (_body != nullptr)
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{
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shape = (cpPolyShape *)colliderBody->getShape();
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}
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#endif
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int num = contourData->vertexList.count();
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ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr;
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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ContourVertex2 **cvs = (ContourVertex2 **)colliderBody->getCalculatedVertexList()->data->arr;
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#endif
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for (int i = 0; i < num; i++)
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{
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helpPoint.setPoint( vs[i]->x, vs[i]->y);
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helpPoint = PointApplyAffineTransform(helpPoint, t);
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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cvs[i]->x = helpPoint.x;
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cvs[i]->y = helpPoint.y;
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#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (shape != nullptr)
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{
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b2Vec2 &bv = shape->m_vertices[i];
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bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO);
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (shape != nullptr)
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{
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cpVect v ;
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v.x = helpPoint.x;
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v.y = helpPoint.y;
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shape->verts[i] = v;
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}
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#endif
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}
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#if ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpConvexHull(num, shape->verts, nullptr, nullptr, 0);
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for (int i = 0; i < num; i++)
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{
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cpVect b = shape->verts[(i + 1) % shape->numVerts];
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cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i])));
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shape->planes[i].n = n;
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shape->planes[i].d = cpvdot(n, shape->verts[i]);
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}
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#endif
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}
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT
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void ColliderDetector::setBody(b2Body *pBody)
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{
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_body = pBody;
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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ContourData *contourData = colliderBody->getContourData();
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const Array *array = &contourData->vertexList;
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Object *object = nullptr;
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b2Vec2 *b2bv = new b2Vec2[contourData->vertexList.count()];
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int i = 0;
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for(auto object : *array)
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{
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ContourVertex2 *v = (ContourVertex2 *)object;
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b2bv[i].Set(v->x / PT_RATIO, v->y / PT_RATIO);
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i++;
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}
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b2PolygonShape polygon;
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polygon.Set(b2bv, contourData->vertexList.count());
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CC_SAFE_DELETE(b2bv);
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &polygon;
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fixtureDef.isSensor = true;
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b2Fixture *fixture = _body->CreateFixture(&fixtureDef);
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fixture->SetUserData(_bone);
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if (colliderBody->getB2Fixture() != nullptr)
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{
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_body->DestroyFixture(colliderBody->getB2Fixture());
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}
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colliderBody->setB2Fixture(fixture);
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colliderBody->getColliderFilter()->updateShape(fixture);
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}
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}
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b2Body *ColliderDetector::getBody() const
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{
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return _body;
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderDetector::setBody(cpBody *pBody)
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{
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_body = pBody;
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for(auto object : *_colliderBodyList)
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{
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ColliderBody *colliderBody = (ColliderBody *)object;
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ContourData *contourData = colliderBody->getContourData();
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int num = contourData->vertexList.count();
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ContourVertex2 **vs = (ContourVertex2 **)contourData->vertexList.data->arr;
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cpVect *verts = new cpVect[num];
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for (int i = 0; i < num; i++)
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{
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verts[num - 1 - i].x = vs[i]->x;
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verts[num - 1 - i].y = vs[i]->y;
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}
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cpShape *shape = cpPolyShapeNew(_body, num, verts, cpvzero);
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shape->sensor = true;
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shape->data = _bone;
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if (_active)
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{
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cpSpaceAddShape(_body->space_private, shape);
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}
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colliderBody->setShape(shape);
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colliderBody->getColliderFilter()->updateShape(shape);
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delete []verts;
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}
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}
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cpBody *ColliderDetector::getBody() const
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{
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return _body;
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}
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#endif
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}
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