mirror of https://github.com/axmolengine/axmol.git
141 lines
4.5 KiB
C++
141 lines
4.5 KiB
C++
/****************************************************************************
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Copyright (c) 2015 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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#pragma once
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#include "base/ccConfig.h" // to include defination of CC_USE_PHYSICS
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#if CC_USE_PHYSICS
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#include "platform/CCPlatformMacros.h"
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#include "2d/CCComponent.h"
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NS_CC_BEGIN
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/**
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* @addtogroup physics
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* @{
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* @addtogroup physics_2d
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* @{
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*/
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class PhysicsBody;
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class CC_DLL ComponentPhysics2d : public Component
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{
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public:
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/**
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* Create a physics component without physics body. Can set phyiscs body later with setPhysicsBody().
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* I am not sure if we need this function, because i think physics body is needed when creating a
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* physics component. But i think it is needed by editor, so i keep this function.
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*
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* @return A pointer of `ComponentPhysics2d` that is autoreleased.
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*/
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static ComponentPhysics2d* create();
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/**
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* Create a physics component with physics body.
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*
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* @param physicsBody The physics body that belongs to this component.
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* @return A pointer of `ComponentPhysics2d` that is autoreleased.
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*/
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static ComponentPhysics2d* create(PhysicsBody *physicsBody);
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virtual ~ComponentPhysics2d();
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/// @cond DO_NOT_SHOW
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/**
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* Synchronize Node's status(position, rotation, scale) to phyiscs body.
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* It is invoked before physics simulation.
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*
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* @warning Don't invoke this funciton by yourself.
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*/
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void beforeSimulation();
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/**
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* Synchronize physics body's status(position, rotation) to phyiscs body.
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* It is invoked after physics simulation.
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*
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* @warning Don't invoke this funciton by yourself.
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*/
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void afterSimulation();
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/// @endcond DO_NOT_SHOW
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/**
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* Set physics body of this physics component. If the physics body is set to
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* another physics component before, will set another physics component's physics
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* body to null.
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*
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* @param physicsBody The physics body belongs to this component.
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*/
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void setPhysicsBody(PhysicsBody *physicsBody);
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/**
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* Get the physics body of this component.
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*
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* @return The physics body of this component.
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*/
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PhysicsBody* getPhysicsBody() const;
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virtual void setEnabled(bool value) override;
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virtual void onEnter() override;
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virtual void onExit() override;
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virtual void onAdd() override;
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virtual void onRemove() override;
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public:
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const static std::string COMPONENT_NAME;
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CC_CONSTRUCTOR_ACCESS:
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ComponentPhysics2d();
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ComponentPhysics2d(PhysicsBody *phsicsBody);
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private:
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void removePhysicsBody();
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void addToPhysicsManager();
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void removeFromPhysicsManager();
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Mat4 getParentToWorldTransform() const;
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float getPhysicsRotation(Node *node) const;
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bool isVec3Equal(const Vec3 &v1, const Vec3 &v2) const;
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private:
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// this physic body of this component
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PhysicsBody *_physicsBody;
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// offset between owner's center point and down left point
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Vec3 _ownerCenterOffset;
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Mat4 _nodeToWorldTransform;
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// offset of owner's center point and anchor point in parent coordinate
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Vec2 _offset;
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float _physicsRotation;
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// the rotation of owner when the component is added to, the value will not change
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float _ownerOriginRotation;
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Vec3 _recordScale;
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Vec3 _scale;
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};
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/** @} */
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/** @} */
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NS_CC_END
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#endif // CC_USE_PHYSICS
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