mirror of https://github.com/axmolengine/axmol.git
456 lines
11 KiB
C++
456 lines
11 KiB
C++
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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*
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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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*
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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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*
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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 THE
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* SOFTWARE.
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*/
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#include "CCPhysicsSprite.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#if (CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION)
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#if (CC_ENABLE_CHIPMUNK_INTEGRATION && CC_ENABLE_BOX2D_INTEGRATION)
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#error "Either Chipmunk or Box2d should be enabled, but not both at the same time"
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#endif
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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#include "chipmunk/chipmunk.h"
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#elif CC_ENABLE_BOX2D_INTEGRATION
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#include "box2d/box2d.h"
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#endif
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NS_CC_EXT_BEGIN
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PhysicsSprite::PhysicsSprite()
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: _ignoreBodyRotation(false)
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, _CPBody(nullptr)
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, _pB2Body(nullptr)
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, _PTMRatio(0.0f)
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, _syncTransform(nullptr)
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{}
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PhysicsSprite* PhysicsSprite::create()
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithTexture(pTexture))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture, const Rect& rect)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithTexture(pTexture, rect))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::createWithSpriteFrameName(const char *pszSpriteFrameName)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::create(const char *pszFileName)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithFile(pszFileName))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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PhysicsSprite* PhysicsSprite::create(const char *pszFileName, const Rect& rect)
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{
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PhysicsSprite* pRet = new (std::nothrow) PhysicsSprite();
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if (pRet && pRet->initWithFile(pszFileName, rect))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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// this method will only get called if the sprite is batched.
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// return YES if the physic's values (angles, position ) changed.
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// If you return NO, then getNodeToParentTransform won't be called.
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bool PhysicsSprite::isDirty() const
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{
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return true;
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}
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bool PhysicsSprite::isIgnoreBodyRotation() const
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{
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return _ignoreBodyRotation;
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}
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void PhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
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{
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_ignoreBodyRotation = bIgnoreBodyRotation;
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}
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// Override the setters and getters to always reflect the body's properties.
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const Vec2& PhysicsSprite::getPosition() const
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{
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return getPosFromPhysics();
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}
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void PhysicsSprite::getPosition(float* x, float* y) const
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{
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if (x == nullptr || y == nullptr) {
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return;
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}
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const Vec2& pos = getPosFromPhysics();
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*x = pos.x;
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*y = pos.y;
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}
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float PhysicsSprite::getPositionX() const
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{
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return getPosFromPhysics().x;
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}
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float PhysicsSprite::getPositionY() const
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{
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return getPosFromPhysics().y;
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}
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Vec3 PhysicsSprite::getPosition3D() const
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{
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Vec2 pos = getPosFromPhysics();
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return Vec3(pos.x, pos.y, 0);
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}
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//
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// Chipmunk only
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//
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cpBody* PhysicsSprite::getCPBody() const
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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return _CPBody;
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#else
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CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
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return nullptr;
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#endif
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}
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void PhysicsSprite::setCPBody(cpBody *pBody)
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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_CPBody = pBody;
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#else
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CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
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#endif
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}
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b2Body* PhysicsSprite::getB2Body() const
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{
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#if CC_ENABLE_BOX2D_INTEGRATION
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return _pB2Body;
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#else
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CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
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return nullptr;
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#endif
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}
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void PhysicsSprite::setB2Body(b2Body *pBody)
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{
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#if CC_ENABLE_BOX2D_INTEGRATION
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_pB2Body = pBody;
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#else
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CC_UNUSED_PARAM(pBody);
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CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
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#endif
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}
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float PhysicsSprite::getPTMRatio() const
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{
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#if CC_ENABLE_BOX2D_INTEGRATION
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return _PTMRatio;
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#else
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CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
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return 0;
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#endif
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}
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void PhysicsSprite::setPTMRatio(float fRatio)
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{
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#if CC_ENABLE_BOX2D_INTEGRATION
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_PTMRatio = fRatio;
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#else
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CC_UNUSED_PARAM(fRatio);
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CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
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#endif
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}
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//
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// Common to Box2d and Chipmunk
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//
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const Vec2& PhysicsSprite::getPosFromPhysics() const
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{
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static Vec2 s_physicPosion;
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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cpVect cpPos = cpBodyGetPosition(_CPBody);
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s_physicPosion = Vec2(cpPos.x, cpPos.y);
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#elif CC_ENABLE_BOX2D_INTEGRATION
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b2Vec2 pos = _pB2Body->GetPosition();
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float x = pos.x * _PTMRatio;
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float y = pos.y * _PTMRatio;
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s_physicPosion.set(x,y);
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#endif
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return s_physicPosion;
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}
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void PhysicsSprite::setPosition(float x, float y)
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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cpVect cpPos = cpv(x, y);
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cpBodySetPosition(_CPBody, cpPos);
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#elif CC_ENABLE_BOX2D_INTEGRATION
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float angle = _pB2Body->GetAngle();
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_pB2Body->SetTransform(b2Vec2(x / _PTMRatio, y / _PTMRatio), angle);
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#endif
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}
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void PhysicsSprite::setPosition(const Vec2 &pos)
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{
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setPosition(pos.x, pos.y);
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}
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void PhysicsSprite::setPositionX(float x)
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{
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setPosition(x, getPositionY());
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}
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void PhysicsSprite::setPositionY(float y)
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{
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setPosition(getPositionX(), y);
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}
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void PhysicsSprite::setPosition3D(const Vec3& position)
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{
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setPosition(position.x, position.y);
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}
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float PhysicsSprite::getRotation() const
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{
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
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#elif CC_ENABLE_BOX2D_INTEGRATION
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return (_ignoreBodyRotation ? Sprite::getRotation() :
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CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle()));
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#else
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return 0.0f;
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#endif
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}
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void PhysicsSprite::setRotation(float fRotation)
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{
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if (_ignoreBodyRotation)
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{
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Sprite::setRotation(fRotation);
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}
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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else
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{
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cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation));
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}
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#elif CC_ENABLE_BOX2D_INTEGRATION
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else
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{
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b2Vec2 p = _pB2Body->GetPosition();
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float radians = CC_DEGREES_TO_RADIANS(fRotation);
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_pB2Body->SetTransform(p, radians);
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}
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#endif
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}
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void PhysicsSprite::syncPhysicsTransform() const
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{
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// Although scale is not used by physics engines, it is calculated just in case
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// the sprite is animated (scaled up/down) using actions.
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// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
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#if CC_ENABLE_CHIPMUNK_INTEGRATION
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cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : cpBodyGetRotation(_CPBody));
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float x = cpBodyGetPosition(_CPBody).x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY;
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float y = cpBodyGetPosition(_CPBody).y + rot.y * -_anchorPointInPoints.x * _scaleX + rot.x * -_anchorPointInPoints.y * _scaleY;
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if (_ignoreAnchorPointForPosition)
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{
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x += _anchorPointInPoints.x;
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y += _anchorPointInPoints.y;
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}
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float mat[] = { (float)rot.x * _scaleX, (float)rot.y * _scaleX, 0, 0,
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(float)-rot.y * _scaleY, (float)rot.x * _scaleY, 0, 0,
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0, 0, 1, 0,
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x, y, 0, 1};
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_transform.set(mat);
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#elif CC_ENABLE_BOX2D_INTEGRATION
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b2Vec2 pos = _pB2Body->GetPosition();
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float x = pos.x * _PTMRatio;
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float y = pos.y * _PTMRatio;
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if (_ignoreAnchorPointForPosition)
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{
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x += _anchorPointInPoints.x;
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y += _anchorPointInPoints.y;
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}
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// Make matrix
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float radians = _pB2Body->GetAngle();
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float c = cosf(radians);
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float s = sinf(radians);
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if (!_anchorPointInPoints.isZero())
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{
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x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY));
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y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY));
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}
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// Rot, Translate Matrix
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float mat[] = { (float)c * _scaleX, (float)s * _scaleX, 0, 0,
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(float)-s * _scaleY, (float)c * _scaleY, 0, 0,
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0, 0, 1, 0,
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x, y, 0, 1};
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_transform.set(mat);
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#endif
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}
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void PhysicsSprite::onEnter()
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{
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Node::onEnter();
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_syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSprite::afterUpdate, this, std::placeholders::_1));
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_syncTransform->retain();
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}
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void PhysicsSprite::onExit()
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{
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if (_syncTransform != nullptr)
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{
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Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform);
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_syncTransform->release();
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}
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Node::onExit();
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}
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void PhysicsSprite::afterUpdate(EventCustom* /*event*/)
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{
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syncPhysicsTransform();
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_transformDirty = false;
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_transformUpdated = true;
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setDirtyRecursively(true);
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}
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NS_CC_EXT_END
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#endif // CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION
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