mirror of https://github.com/axmolengine/axmol.git
146 lines
4.6 KiB
C++
146 lines
4.6 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2017 Chukong Technologies Inc.
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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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#ifndef __PHYSICS_3D_COMPONENT_H__
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#define __PHYSICS_3D_COMPONENT_H__
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#include "base/ccConfig.h"
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#include "math/CCMath.h"
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#include "2d/CCComponent.h"
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#if CC_USE_3D_PHYSICS
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#if (CC_ENABLE_BULLET_INTEGRATION)
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NS_CC_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Physics3DObject;
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class Physics3DWorld;
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/** @brief Physics3DComponent: A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body */
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class CC_DLL Physics3DComponent : public cocos2d::Component
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{
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friend class Physics3DWorld;
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public:
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enum class PhysicsSyncFlag
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{
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NONE = 0,
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NODE_TO_PHYSICS = 1, //align node transform to the physics
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PHYSICS_TO_NODE = 2, // align physics transform to the node
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NODE_AND_NODE = NODE_TO_PHYSICS | PHYSICS_TO_NODE, //pre simulation, align the physics object to the node and align the node transform according to physics object after simulation
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};
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CREATE_FUNC(Physics3DComponent);
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virtual ~Physics3DComponent();
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virtual bool init() override;
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/**
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* create Physics3DComponent
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* @param physicsObj pointer to a Physics object contain in the component
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* @param translateInPhysics offset that the owner node in the physics object's space
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* @param rotInPhsyics offset rotation that the owner node in the physics object's space
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* @return created Physics3DComponent
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*/
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static Physics3DComponent* create(Physics3DObject* physicsObj, const cocos2d::Vec3& translateInPhysics = cocos2d::Vec3::ZERO, const cocos2d::Quaternion& rotInPhsyics = cocos2d::Quaternion::ZERO);
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/**
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* set Physics object to the component
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*/
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void setPhysics3DObject(Physics3DObject* physicsObj);
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/**
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* get physics object
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*/
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Physics3DObject* getPhysics3DObject() const { return _physics3DObj; }
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/**
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* get the component name, it is used to find whether it is Physics3DComponent
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*/
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static std::string& getPhysics3DComponentName();
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/**
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* set it enable or not
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*/
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virtual void setEnabled(bool b) override;
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virtual void onEnter() override;
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virtual void onExit() override;
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/**
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* add this component to physics world, called by scene
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*/
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void addToPhysicsWorld(Physics3DWorld* world);
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/**
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* The node's transform in physics object space
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*/
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void setTransformInPhysics(const cocos2d::Vec3& translateInPhysics, const cocos2d::Quaternion& rotInPhsyics);
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/**
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* synchronization between node and physics is time consuming, you can skip some synchronization using this function
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*/
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void setSyncFlag(PhysicsSyncFlag syncFlag);
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/**
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* synchronize node transformation to physics
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*/
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void syncNodeToPhysics();
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/**
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* synchronize physics transformation to node
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*/
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void syncPhysicsToNode();
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CC_CONSTRUCTOR_ACCESS:
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Physics3DComponent();
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protected:
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void preSimulate();
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void postSimulate();
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cocos2d::Mat4 _transformInPhysics; //transform in physics space
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cocos2d::Mat4 _invTransformInPhysics;
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Physics3DObject* _physics3DObj;
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PhysicsSyncFlag _syncFlag;
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};
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// end of 3d group
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/// @}
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NS_CC_END
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#endif // CC_ENABLE_BULLET_INTEGRATION
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#endif //CC_USE_3D_PHYSICS
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#endif // __PHYSICS_3D_COMPONENT_H__
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