axmol/extensions/cocostudio/ColliderDetector.cpp

485 lines
12 KiB
C++

/****************************************************************************
Copyright (c) 2013-2017 Chukong Technologies Inc.
https://axmolengine.github.io/
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 "ColliderDetector.h"
#include "Bone.h"
#include "TransformHelp.h"
USING_NS_AX;
namespace cocostudio
{
#if ENABLE_PHYSICS_BOX2D_DETECT
ColliderFilter::ColliderFilter(uint16 categoryBits, uint16 maskBits, int16 groupIndex)
: _categoryBits(categoryBits), _maskBits(maskBits), _groupIndex(groupIndex)
{}
void ColliderFilter::updateShape(b2Fixture* fixture)
{
b2Filter filter;
filter.categoryBits = _categoryBits;
filter.groupIndex = _groupIndex;
filter.maskBits = _maskBits;
fixture->SetFilterData(filter);
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
ColliderFilter::ColliderFilter(cpCollisionType collisionType, cpGroup group)
: _collisionType(collisionType), _group(group)
{}
void ColliderFilter::updateShape(cpShape* shape)
{
shape->collision_type = _collisionType;
shape->group = _group;
}
#endif
#if ENABLE_PHYSICS_BOX2D_DETECT
ColliderBody::ColliderBody(ContourData* contourData) : _fixture(nullptr), _contourData(contourData)
{
AX_SAFE_RETAIN(_contourData);
_filter = new ColliderFilter();
# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
_calculatedVertexList = Array::create();
AX_SAFE_RETAIN(_calculatedVertexList);
# endif
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
ColliderBody::ColliderBody(ContourData* contourData) : _shape(nullptr), _contourData(contourData)
{
AX_SAFE_RETAIN(_contourData);
_filter = new ColliderFilter();
# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
_calculatedVertexList = Array::create();
AX_SAFE_RETAIN(_calculatedVertexList);
# endif
}
#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
ColliderBody::ColliderBody(ContourData* contourData) : _contourData(contourData)
{
AX_SAFE_RETAIN(_contourData);
}
#endif
ColliderBody::~ColliderBody()
{
AX_SAFE_RELEASE(_contourData);
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
AX_SAFE_DELETE(_filter);
#endif
}
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
void ColliderBody::setColliderFilter(ColliderFilter* filter)
{
*_filter = *filter;
}
ColliderFilter* ColliderBody::getColliderFilter()
{
return _filter;
}
#endif
ColliderDetector* ColliderDetector::create()
{
ColliderDetector* pColliderDetector = new ColliderDetector();
if (pColliderDetector->init())
{
pColliderDetector->autorelease();
return pColliderDetector;
}
AX_SAFE_DELETE(pColliderDetector);
return nullptr;
}
ColliderDetector* ColliderDetector::create(Bone* bone)
{
ColliderDetector* pColliderDetector = new ColliderDetector();
if (pColliderDetector->init(bone))
{
pColliderDetector->autorelease();
return pColliderDetector;
}
AX_SAFE_DELETE(pColliderDetector);
return nullptr;
}
ColliderDetector::ColliderDetector() : _active(false)
{
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
_body = nullptr;
_filter = nullptr;
#endif
}
ColliderDetector::~ColliderDetector()
{
_colliderBodyList.clear();
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
AX_SAFE_DELETE(_filter);
#endif
}
bool ColliderDetector::init()
{
_colliderBodyList.clear();
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
_filter = new ColliderFilter();
#endif
return true;
}
bool ColliderDetector::init(Bone* bone)
{
init();
setBone(bone);
return true;
}
void ColliderDetector::addContourData(ContourData* contourData)
{
ColliderBody* colliderBody = new ColliderBody(contourData);
_colliderBodyList.pushBack(colliderBody);
colliderBody->release();
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
std::vector<Vec2>& calculatedVertexList = colliderBody->_calculatedVertexList;
unsigned long num = contourData->vertexList.size();
for (unsigned long i = 0; i < num; i++)
{
calculatedVertexList.emplace_back(Vec2());
}
#endif
}
void ColliderDetector::addContourDataList(ax::Vector<ContourData*>& contourDataList)
{
for (const auto& contourData : contourDataList)
{
this->addContourData(contourData);
}
}
void ColliderDetector::removeContourData(ContourData* contourData)
{
std::vector<ColliderBody*> eraseList;
for (const auto& body : _colliderBodyList)
{
if (body && body->getContourData() == contourData)
{
eraseList.emplace_back(body);
}
}
for (const auto& body : eraseList)
{
this->_colliderBodyList.eraseObject(body);
}
}
void ColliderDetector::removeAll()
{
_colliderBodyList.clear();
}
void ColliderDetector::setActive(bool active)
{
if (_active == active)
{
return;
}
_active = active;
#if ENABLE_PHYSICS_BOX2D_DETECT
if (_body)
{
if (active)
{
setBody(_body);
}
else
{
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
b2Fixture* fixture = colliderBody->getB2Fixture();
_body->DestroyFixture(fixture);
colliderBody->setB2Fixture(nullptr);
}
}
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (_body)
{
if (_active)
{
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
cpShape* shape = colliderBody->getShape();
if (shape->space_private == nullptr)
{
cpSpaceAddShape(_body->space_private, shape);
}
}
}
else
{
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
cpShape* shape = colliderBody->getShape();
if (shape->space_private != nullptr)
{
cpSpaceRemoveShape(_body->space_private, shape);
}
}
}
}
#endif
}
bool ColliderDetector::getActive()
{
return _active;
}
const ax::Vector<ColliderBody*>& ColliderDetector::getColliderBodyList()
{
return _colliderBodyList;
}
#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
void ColliderDetector::setColliderFilter(ColliderFilter* filter)
{
*_filter = *filter;
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
colliderBody->setColliderFilter(filter);
# if ENABLE_PHYSICS_BOX2D_DETECT
if (colliderBody->getB2Fixture())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
}
# elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (colliderBody->getShape())
{
colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
}
# endif
}
}
ColliderFilter* ColliderDetector::getColliderFilter()
{
return _filter;
}
#endif
Vec2 helpPoint;
void ColliderDetector::updateTransform(Mat4& t)
{
if (!_active)
{
return;
}
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
ContourData* contourData = colliderBody->getContourData();
#if ENABLE_PHYSICS_BOX2D_DETECT
b2PolygonShape* shape = nullptr;
if (_body != nullptr)
{
shape = (b2PolygonShape*)colliderBody->getB2Fixture()->GetShape();
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpPolyShape* shape = nullptr;
if (_body != nullptr)
{
shape = (cpPolyShape*)colliderBody->getShape();
}
#endif
unsigned long num = contourData->vertexList.size();
std::vector<ax::Vec2>& vs = contourData->vertexList;
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
std::vector<ax::Vec2>& cvs = colliderBody->_calculatedVertexList;
#endif
for (unsigned long i = 0; i < num; i++)
{
helpPoint.setPoint(vs.at(i).x, vs.at(i).y);
helpPoint = PointApplyTransform(helpPoint, t);
#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
cvs.at(i).x = helpPoint.x;
cvs.at(i).y = helpPoint.y;
#endif
#if ENABLE_PHYSICS_BOX2D_DETECT
if (shape != nullptr)
{
b2Vec2& bv = shape->m_vertices[i];
bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO);
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
if (shape != nullptr)
{
cpVect v;
v.x = helpPoint.x;
v.y = helpPoint.y;
shape->verts[i] = v;
}
#endif
}
#if ENABLE_PHYSICS_CHIPMUNK_DETECT
cpConvexHull((int)num, shape->verts, nullptr, nullptr, 0);
for (unsigned long i = 0; i < num; i++)
{
cpVect b = shape->verts[(i + 1) % shape->numVerts];
cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i])));
shape->planes[i].n = n;
shape->planes[i].d = cpvdot(n, shape->verts[i]);
}
#endif
}
}
#if ENABLE_PHYSICS_BOX2D_DETECT
void ColliderDetector::setBody(b2Body* pBody)
{
_body = pBody;
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
ContourData* contourData = colliderBody->getContourData();
b2Vec2* b2bv = new b2Vec2[contourData->vertexList.size()];
int i = 0;
for (auto&& v : contourData->vertexList)
{
b2bv[i].Set(v.x / PT_RATIO, v.y / PT_RATIO);
i++;
}
b2PolygonShape polygon;
polygon.Set(b2bv, (int)contourData->vertexList.size());
AX_SAFE_DELETE(b2bv);
b2FixtureDef fixtureDef;
fixtureDef.shape = &polygon;
fixtureDef.isSensor = true;
b2Fixture* fixture = _body->CreateFixture(&fixtureDef);
fixture->SetUserData(_bone);
if (colliderBody->getB2Fixture() != nullptr)
{
_body->DestroyFixture(colliderBody->getB2Fixture());
}
colliderBody->setB2Fixture(fixture);
colliderBody->getColliderFilter()->updateShape(fixture);
}
}
b2Body* ColliderDetector::getBody() const
{
return _body;
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
void ColliderDetector::setBody(cpBody* pBody)
{
_body = pBody;
for (auto&& object : _colliderBodyList)
{
ColliderBody* colliderBody = (ColliderBody*)object;
ContourData* contourData = colliderBody->getContourData();
ssize_t num = contourData->vertexList.size();
auto vs = contourData->vertexList;
cpVect* verts = new cpVect[num];
for (int i = 0; i < num; i++)
{
verts[num - 1 - i].x = vs.at(i).x;
verts[num - 1 - i].y = vs.at(i).y;
}
cpShape* shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero);
shape->sensor = true;
shape->data = _bone;
if (_active)
{
cpSpaceAddShape(_body->space_private, shape);
}
colliderBody->setShape(shape);
colliderBody->getColliderFilter()->updateShape(shape);
delete[] verts;
}
}
cpBody* ColliderDetector::getBody() const
{
return _body;
}
#endif
} // namespace cocostudio