mirror of https://github.com/axmolengine/axmol.git
134 lines
4.1 KiB
C++
134 lines
4.1 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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#include "base/ccConfig.h" // to include defination of CC_USE_PHYSICS
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#if CC_USE_PHYSICS
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#include "physics/CCPhysicsManager.h"
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#include "physics/CCComponentPhysics2d.h"
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#include "physics/CCPhysicsWorld.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
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PhysicsManager::PhysicsManager(Scene *scene)
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: _scene(scene)
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{
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_physicsWorld = PhysicsWorld::construct();
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}
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PhysicsManager::~PhysicsManager()
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{
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delete _physicsWorld;
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}
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void PhysicsManager::update(float dt)
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{
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// Update physics position, should loop as the same sequence as node tree.
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// ComponentPhysics2d::beforeSimulation() will depend on the sequence.
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beforeSimulation(_scene);
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// do simulation
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_physicsWorld->update(dt, false);
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// Update physics position, should loop as the same sequence as node tree.
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// ComponentPhysics2d::afterSimulation() will depend on the sequence.
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afterSimulation(_scene);
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}
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void PhysicsManager::beforeSimulation(Node *node)
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{
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auto iter = _owners.find(node);
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if (iter != _owners.end())
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{
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auto component = iter->second;
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component->beforeSimulation();
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}
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for (auto child : node->getChildren())
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beforeSimulation(child);
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}
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void PhysicsManager::afterSimulation(Node *node)
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{
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auto iter = _owners.find(node);
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if (iter != _owners.end())
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{
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auto component = iter->second;
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component->afterSimulation();
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}
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for (auto child : node->getChildren())
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afterSimulation(child);
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}
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void PhysicsManager::addPhysicsComponent(ComponentPhysics2d* componentPhsics2d)
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{
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// don't add component again
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if (std::find(_components.begin(), _components.end(), componentPhsics2d) != _components.end())
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return;
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_components.push_back(componentPhsics2d);
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// Node::getComponent<>() is a time comsuming operation, so record data to avoid invoking it.
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std::pair<Node*, ComponentPhysics2d*> element(componentPhsics2d->getOwner(), componentPhsics2d);
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_owners.insert(element);
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if (nullptr != componentPhsics2d->getPhysicsBody())
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_physicsWorld->addBody(componentPhsics2d->getPhysicsBody());
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}
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void PhysicsManager::removePhysicsComponent(ComponentPhysics2d* componentPhsics2d)
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{
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auto iter = std::find(_components.begin(), _components.end(), componentPhsics2d);
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if (iter != _components.end())
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{
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removeElementFromMap(*iter);
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_components.erase(iter);
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if (componentPhsics2d->getPhysicsBody())
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_physicsWorld->removeBody(componentPhsics2d->getPhysicsBody());
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}
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}
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void PhysicsManager::removeElementFromMap(ComponentPhysics2d* component)
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{
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for (auto element : _owners)
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{
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if (element.second == component)
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{
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_owners.erase(element.first);
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break;
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}
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}
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}
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PhysicsWorld* PhysicsManager::getPhysicsWorld() const
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{
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return _physicsWorld;
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}
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NS_CC_END
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#endif // CC_USE_PHYSICS
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