axmol/cocos/physics/CCPhysicsBody.h

304 lines
10 KiB
C++

/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
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 "CCPhysicsSetting.h"
#ifdef CC_USE_PHYSICS
#ifndef __CCPHYSICS_BODY_H__
#define __CCPHYSICS_BODY_H__
#include "CCObject.h"
#include "CCGeometry.h"
#include "CCArray.h"
#include "CCPhysicsShape.h"
#include <vector>
NS_CC_BEGIN
class Sprite;
class PhysicsWorld;
class PhysicsJoint;
class PhysicsBodyInfo;
const PhysicsMaterial PHYSICSBODY_MATERIAL_DEFAULT(0.1f, 0.5f, 0.5f);
/**
* A body affect by physics.
* it can attach one or more shapes.
*/
class PhysicsBody : public Object//, public Clonable
{
public:
static PhysicsBody* create();
static PhysicsBody* create(float mass);
static PhysicsBody* create(float mass, float moment);
/**
* @brief Create a body contains a circle shape.
*/
static PhysicsBody* createCircle(float radius, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a box shape.
*/
static PhysicsBody* createBox(Size size, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a polygon shape.
* points is an array of Point structs defining a convex hull with a clockwise winding.
*/
static PhysicsBody* createPolygon(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a EdgeSegment shape.
*/
static PhysicsBody* createEdgeSegment(Point a, Point b, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgeBox shape.
*/
static PhysicsBody* createEdgeBox(Size size, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgePolygon shape.
*/
static PhysicsBody* createEdgePolygon(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgeChain shape.
*/
static PhysicsBody* createEdgeChain(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
virtual PhysicsShape* addShape(PhysicsShape* shape);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(Point force);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(Point force, Point offset);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(Point impulse);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(Point impulse, Point offset);
/**
* @brief Applies a torque force to body.
*/
virtual void applyTorque(float torque);
virtual void setVelocity(Point velocity);
virtual Point getVelocity();
virtual void setAngularVelocity(float velocity);
virtual float getAngularVelocity();
virtual void setVelocityLimit(float limit);
virtual float getVelocityLimit();
virtual void setAngularVelocityLimit(float limit);
virtual float getAngularVelocityLimit();
/*
* @brief get the body shapes.
*/
inline Array* getShapes() const { return _shapes; }
/*
* @brief get the first body shapes.
*/
inline PhysicsShape* getShape() const { return _shapes->count() >= 1 ? dynamic_cast<PhysicsShape*>(_shapes->getObjectAtIndex(0)) : nullptr; }
PhysicsShape* getShapeByTag(int tag) const;
/*
* @brief remove a shape from body
*/
void removeShape(PhysicsShape* shape);
void removeShapeByTag(int tag);
/*
* @brief remove all shapes
*/
void removeAllShapes();
void removeFromWorld();
/*
* @brief get the world body added to.
*/
inline PhysicsWorld* getWorld() const { return _world; }
/*
* @brief get all joints the body have
*/
inline const std::vector<PhysicsJoint*>& getJoints() const { return _joints; }
/*
* @brief get the sprite the body set to.
*/
inline Node* getNode() const { return _node; }
void setCategoryBitmask(int bitmask);
void setContactTestBitmask(int bitmask);
void setCollisionBitmask(int bitmask);
inline int getCategoryBitmask() const { return _categoryBitmask; }
inline int getContactTestBitmask() const { return _contactTestBitmask; }
inline int getCollisionBitmask() const { return _collisionBitmask; }
void setGroup(int group);
inline int getGroup() const { return _group; }
/*
* @brief get the body position.
*/
Point getPosition() const;
/*
* @brief get the body rotation.
*/
float getRotation() const;
/*
* @brief test the body is dynamic or not.
* a dynamic body will effect with gravity.
*/
inline bool isDynamic() const { return _dynamic; }
/*
* @brief set dynamic to body.
* a dynamic body will effect with gravity.
*/
void setDynamic(bool dynamic);
/*
* @brief set the body mass.
* @note if you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead.
*/
void setMass(float mass);
/*
* @brief get the body mass.
*/
inline float getMass() const { return _mass; }
/*
* @brief add mass to body.
* if _mass(mass of the body) == PHYSICS_INFINITY, it remains.
* if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY.
* if mass == -PHYSICS_INFINITY, _mass will not change.
* if mass + _mass <= 0, _mass will equal to MASS_DEFAULT(1.0)
* other wise, mass = mass + _mass;
*/
void addMass(float mass);
/*
* @brief set the body moment of inertia.
* @note if you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead.
*/
void setMoment(float moment);
/*
* @brief get the body moment of inertia.
*/
inline float getMoment(float moment) const { return _moment; }
/*
* @brief add moment of inertia to body.
* if _moment(moment of the body) == PHYSICS_INFINITY, it remains.
* if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY.
* if moment == -PHYSICS_INFINITY, _moment will not change.
* if moment + _moment <= 0, _moment will equal to MASS_DEFAULT(1.0)
* other wise, moment = moment + _moment;
*/
void addMoment(float moment);
/*
* @brief set angular damping.
*/
//void setAngularDamping(float angularDamping);
/*
* @brief get angular damping.
*/
inline float getLinearDamping() const { return _linearDamping; }
inline void setLinearDamping(float damping) { _linearDamping = damping; }
inline float getAngularDamping() const { return _angularDamping; }
inline void setAngularDamping(float damping) { _angularDamping = damping; }
//virtual Clonable* clone() const override;
bool isResting() const;
inline bool isEnable() const { return _enable; }
void setEnable(bool enable);
inline bool isRotationEnable() const { return _rotationEnable; }
void setRotationEnable(bool enable);
inline bool isGravityEnable() const { return _gravityEnable; }
void setGravityEnable(bool enable);
inline int getTag() const { return _tag; }
inline void setTag(int tag) { _tag = tag; }
Point world2Local(const Point& point);
Point local2World(const Point& point);
protected:
bool init();
virtual void setPosition(Point position);
virtual void setRotation(float rotation);
virtual void update(float delta) override;
protected:
PhysicsBody();
virtual ~PhysicsBody();
protected:
Node* _node;
std::vector<PhysicsJoint*> _joints;
Array* _shapes;
PhysicsWorld* _world;
PhysicsBodyInfo* _info;
bool _dynamic;
bool _enable;
bool _rotationEnable;
bool _gravityEnable;
bool _massDefault;
bool _momentDefault;
float _mass;
float _area;
float _density;
float _moment;
float _linearDamping;
float _angularDamping;
int _tag;
int _categoryBitmask;
int _collisionBitmask;
int _contactTestBitmask;
int _group;
friend class PhysicsWorld;
friend class PhysicsShape;
friend class PhysicsJoint;
friend class Node;
};
NS_CC_END
#endif // __CCPHYSICS_BODY_H__
#endif // CC_USE_PHYSICS