axmol/extensions/physics-nodes/CCPhysicsSprite.cpp

471 lines
11 KiB
C++

/* 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.
*/
#include "CCPhysicsSprite.h"
#include "base/CCDirector.h"
#include "base/CCEventDispatcher.h"
#if (AX_ENABLE_CHIPMUNK_INTEGRATION || AX_ENABLE_BOX2D_INTEGRATION)
# if AX_ENABLE_CHIPMUNK_INTEGRATION
# include "chipmunk/chipmunk.h"
# elif AX_ENABLE_BOX2D_INTEGRATION
# include "box2d/box2d.h"
# endif
NS_AX_EXT_BEGIN
PhysicsSprite::PhysicsSprite()
: _ignoreBodyRotation(false), _CPBody(nullptr), _pB2Body(nullptr), _PTMRatio(0.0f), _syncTransform(nullptr)
{}
PhysicsSprite* PhysicsSprite::create()
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->init())
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D* pTexture)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D* pTexture, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrame(SpriteFrame* pSpriteFrame)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrameName(const char* pszSpriteFrameName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char* pszFileName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char* pszFileName, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
AX_SAFE_DELETE(pRet);
}
return pRet;
}
// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then getNodeToParentTransform won't be called.
bool PhysicsSprite::isDirty() const
{
return true;
}
bool PhysicsSprite::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Vec2& PhysicsSprite::getPosition() const
{
return getPosFromPhysics();
}
void PhysicsSprite::getPosition(float* x, float* y) const
{
if (x == nullptr || y == nullptr)
{
return;
}
const Vec2& pos = getPosFromPhysics();
*x = pos.x;
*y = pos.y;
}
float PhysicsSprite::getPositionX() const
{
return getPosFromPhysics().x;
}
float PhysicsSprite::getPositionY() const
{
return getPosFromPhysics().y;
}
Vec3 PhysicsSprite::getPosition3D() const
{
Vec2 pos = getPosFromPhysics();
return Vec3(pos.x, pos.y, 0);
}
//
// Chipmunk only
//
cpBody* PhysicsSprite::getCPBody() const
{
# if AX_ENABLE_CHIPMUNK_INTEGRATION
return _CPBody;
# else
AXASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
return nullptr;
# endif
}
void PhysicsSprite::setCPBody(cpBody* pBody)
{
# if AX_ENABLE_CHIPMUNK_INTEGRATION
_CPBody = pBody;
# else
AXASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
# endif
}
b2Body* PhysicsSprite::getB2Body() const
{
# if AX_ENABLE_BOX2D_INTEGRATION
return _pB2Body;
# else
AXASSERT(false, "Can't call box2d methods when Box2d is disabled");
return nullptr;
# endif
}
void PhysicsSprite::setB2Body(b2Body* pBody)
{
# if AX_ENABLE_BOX2D_INTEGRATION
_pB2Body = pBody;
# else
AX_UNUSED_PARAM(pBody);
AXASSERT(false, "Can't call box2d methods when Box2d is disabled");
# endif
}
float PhysicsSprite::getPTMRatio() const
{
# if AX_ENABLE_BOX2D_INTEGRATION
return _PTMRatio;
# else
AXASSERT(false, "Can't call box2d methods when Box2d is disabled");
return 0;
# endif
}
void PhysicsSprite::setPTMRatio(float fRatio)
{
# if AX_ENABLE_BOX2D_INTEGRATION
_PTMRatio = fRatio;
# else
AX_UNUSED_PARAM(fRatio);
AXASSERT(false, "Can't call box2d methods when Box2d is disabled");
# endif
}
//
// Common to Box2d and Chipmunk
//
const Vec2& PhysicsSprite::getPosFromPhysics() const
{
static Vec2 s_physicPosion;
# if AX_ENABLE_CHIPMUNK_INTEGRATION
cpVect cpPos = cpBodyGetPosition(_CPBody);
s_physicPosion = Vec2(cpPos.x, cpPos.y);
# elif AX_ENABLE_BOX2D_INTEGRATION
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
s_physicPosion.set(x, y);
# endif
return s_physicPosion;
}
void PhysicsSprite::setPosition(float x, float y)
{
# if AX_ENABLE_CHIPMUNK_INTEGRATION
cpVect cpPos = cpv(x, y);
cpBodySetPosition(_CPBody, cpPos);
# elif AX_ENABLE_BOX2D_INTEGRATION
float angle = _pB2Body->GetAngle();
_pB2Body->SetTransform(b2Vec2(x / _PTMRatio, y / _PTMRatio), angle);
# endif
}
void PhysicsSprite::setPosition(const Vec2& pos)
{
setPosition(pos.x, pos.y);
}
void PhysicsSprite::setPositionX(float x)
{
setPosition(x, getPositionY());
}
void PhysicsSprite::setPositionY(float y)
{
setPosition(getPositionX(), y);
}
void PhysicsSprite::setPosition3D(const Vec3& position)
{
setPosition(position.x, position.y);
}
float PhysicsSprite::getRotation() const
{
# if AX_ENABLE_CHIPMUNK_INTEGRATION
return (_ignoreBodyRotation ? Sprite::getRotation() : -AX_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
# elif AX_ENABLE_BOX2D_INTEGRATION
return (_ignoreBodyRotation ? Sprite::getRotation() : AX_RADIANS_TO_DEGREES(_pB2Body->GetAngle()));
# else
return 0.0f;
# endif
}
void PhysicsSprite::setRotation(float fRotation)
{
if (_ignoreBodyRotation)
{
Sprite::setRotation(fRotation);
}
# if AX_ENABLE_CHIPMUNK_INTEGRATION
else
{
cpBodySetAngle(_CPBody, -AX_DEGREES_TO_RADIANS(fRotation));
}
# elif AX_ENABLE_BOX2D_INTEGRATION
else
{
b2Vec2 p = _pB2Body->GetPosition();
float radians = AX_DEGREES_TO_RADIANS(fRotation);
_pB2Body->SetTransform(p, radians);
}
# endif
}
void PhysicsSprite::syncPhysicsTransform() const
{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
# if AX_ENABLE_CHIPMUNK_INTEGRATION
cpVect rot = (_ignoreBodyRotation ? cpvforangle(-AX_DEGREES_TO_RADIANS(_rotationX)) : cpBodyGetRotation(_CPBody));
float x = cpBodyGetPosition(_CPBody).x + rot.x * -_anchorPointInPoints.x * _scaleX -
rot.y * -_anchorPointInPoints.y * _scaleY;
float y = cpBodyGetPosition(_CPBody).y + rot.y * -_anchorPointInPoints.x * _scaleX +
rot.x * -_anchorPointInPoints.y * _scaleY;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
float mat[] = {(float)rot.x * _scaleX,
(float)rot.y * _scaleX,
0,
0,
(float)-rot.y * _scaleY,
(float)rot.x * _scaleY,
0,
0,
0,
0,
1,
0,
x,
y,
0,
1};
_transform.set(mat);
# elif AX_ENABLE_BOX2D_INTEGRATION
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Make matrix
float radians = _pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if (!_anchorPointInPoints.isZero())
{
x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY));
y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY));
}
// Rot, Translate Matrix
float mat[] = {(float)c * _scaleX,
(float)s * _scaleX,
0,
0,
(float)-s * _scaleY,
(float)c * _scaleY,
0,
0,
0,
0,
1,
0,
x,
y,
0,
1};
_transform.set(mat);
# endif
}
void PhysicsSprite::onEnter()
{
Node::onEnter();
_syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener(
Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSprite::afterUpdate, this, std::placeholders::_1));
_syncTransform->retain();
}
void PhysicsSprite::onExit()
{
if (_syncTransform != nullptr)
{
Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform);
_syncTransform->release();
}
Node::onExit();
}
void PhysicsSprite::afterUpdate(EventCustom* /*event*/)
{
syncPhysicsTransform();
_transformDirty = false;
_transformUpdated = true;
setDirtyRecursively(true);
}
NS_AX_EXT_END
#endif // AX_ENABLE_CHIPMUNK_INTEGRATION || AX_ENABLE_BOX2D_INTEGRATION