axmol/extensions/physics-nodes/CCPhysicsSpriteChipmunk2D.cpp

319 lines
8.0 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 "CCPhysicsSpriteChipmunk2D.h"
#include "base/CCDirector.h"
#include "base/CCEventDispatcher.h"
#include "chipmunk/chipmunk.h"
NS_CC_EXT_BEGIN
PhysicsSpriteChipmunk2D::PhysicsSpriteChipmunk2D()
: _ignoreBodyRotation(false)
, _CPBody(nullptr)
, _syncTransform(nullptr)
{}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create()
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D *pTexture)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D *pTexture, const Rect& rect)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char *pszFileName)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char *pszFileName, const Rect& rect)
{
PhysicsSpriteChipmunk2D* pRet = new PhysicsSpriteChipmunk2D();
if (pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_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 PhysicsSpriteChipmunk2D::isDirty() const
{
return true;
}
bool PhysicsSpriteChipmunk2D::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSpriteChipmunk2D::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Vec2& PhysicsSpriteChipmunk2D::getPosition() const
{
return getPosFromPhysics();
}
void PhysicsSpriteChipmunk2D::getPosition(float* x, float* y) const
{
if (x == nullptr || y == nullptr) {
return;
}
const Vec2& pos = getPosFromPhysics();
*x = pos.x;
*y = pos.y;
}
float PhysicsSpriteChipmunk2D::getPositionX() const
{
return getPosFromPhysics().x;
}
float PhysicsSpriteChipmunk2D::getPositionY() const
{
return getPosFromPhysics().y;
}
Vec3 PhysicsSpriteChipmunk2D::getPosition3D() const
{
Vec2 pos = getPosFromPhysics();
return Vec3(pos.x, pos.y, 0);
}
//
// Chipmunk only
//
cpBody* PhysicsSpriteChipmunk2D::getCPBody() const
{
return _CPBody;
}
void PhysicsSpriteChipmunk2D::setCPBody(cpBody *pBody)
{
_CPBody = pBody;
}
//
// Common to Box2d and Chipmunk
//
const Vec2& PhysicsSpriteChipmunk2D::getPosFromPhysics() const
{
static Vec2 s_physicPosion;
cpVect cpPos = cpBodyGetPosition(_CPBody);
s_physicPosion = Vec2(cpPos.x, cpPos.y);
return s_physicPosion;
}
void PhysicsSpriteChipmunk2D::setPosition(float x, float y)
{
cpVect cpPos = cpv(x, y);
cpBodySetPosition(_CPBody, cpPos);
}
void PhysicsSpriteChipmunk2D::setPosition(const Vec2 &pos)
{
setPosition(pos.x, pos.y);
}
void PhysicsSpriteChipmunk2D::setPositionX(float x)
{
setPosition(x, getPositionY());
}
void PhysicsSpriteChipmunk2D::setPositionY(float y)
{
setPosition(getPositionX(), y);
}
void PhysicsSpriteChipmunk2D::setPosition3D(const Vec3& position)
{
setPosition(position.x, position.y);
}
float PhysicsSpriteChipmunk2D::getRotation() const
{
return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
}
void PhysicsSpriteChipmunk2D::setRotation(float fRotation)
{
if (_ignoreBodyRotation)
{
Sprite::setRotation(fRotation);
}
else
{
cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation));
}
}
void PhysicsSpriteChipmunk2D::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
cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_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);
}
void PhysicsSpriteChipmunk2D::onEnter()
{
Node::onEnter();
_syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSpriteChipmunk2D::afterUpdate, this, std::placeholders::_1));
_syncTransform->retain();
}
void PhysicsSpriteChipmunk2D::onExit()
{
if (_syncTransform != nullptr)
{
Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform);
_syncTransform->release();
}
Node::onExit();
}
void PhysicsSpriteChipmunk2D::afterUpdate(EventCustom* /*event*/)
{
syncPhysicsTransform();
_transformDirty = false;
_transformUpdated = true;
setDirtyRecursively(true);
}
NS_CC_EXT_END