axmol/extensions/physics-nodes/CCPhysicsDebugNode.cpp

234 lines
6.7 KiB
C++

/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 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 "CCPhysicsDebugNode.h"
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "ccTypes.h"
#include "CCGeometry.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <limits.h>
#include <string.h>
NS_CC_EXT_BEGIN
/*
IMPORTANT - READ ME!
This file sets pokes around in the private API a lot to provide efficient
debug rendering given nothing more than reference to a Chipmunk space.
It is not recommended to write rendering code like this in your own games
as the private API may change with little or no warning.
*/
static Color4F ColorForBody(cpBody *body)
{
if (cpBodyIsRogue(body) || cpBodyIsSleeping(body))
{
return Color4F(0.5f, 0.5f, 0.5f ,0.5f);
}
else if (body->CP_PRIVATE(node).idleTime > body->CP_PRIVATE(space)->sleepTimeThreshold)
{
return Color4F(0.33f, 0.33f, 0.33f, 0.5f);
}
else
{
return Color4F(1.0f, 0.0f, 0.0f, 0.5f);
}
}
static Point cpVert2Point(const cpVect &vert)
{
return Point(vert.x, vert.y);
}
static Point* cpVertArray2ccpArrayN(const cpVect* cpVertArray, unsigned int count)
{
if (count == 0) return NULL;
Point* pPoints = new Point[count];
for (unsigned int i = 0; i < count; ++i)
{
pPoints[i].x = cpVertArray[i].x;
pPoints[i].y = cpVertArray[i].y;
}
return pPoints;
}
static void DrawShape(cpShape *shape, DrawNode *renderer)
{
cpBody *body = shape->body;
Color4F color = ColorForBody(body);
switch (shape->CP_PRIVATE(klass)->type)
{
case CP_CIRCLE_SHAPE:
{
cpCircleShape *circle = (cpCircleShape *)shape;
cpVect center = circle->tc;
cpFloat radius = circle->r;
renderer->drawDot(cpVert2Point(center), cpfmax(radius, 1.0), color);
renderer->drawSegment(cpVert2Point(center), cpVert2Point(cpvadd(center, cpvmult(body->rot, radius))), 1.0, color);
}
break;
case CP_SEGMENT_SHAPE:
{
cpSegmentShape *seg = (cpSegmentShape *)shape;
renderer->drawSegment(cpVert2Point(seg->ta), cpVert2Point(seg->tb), cpfmax(seg->r, 2.0), color);
}
break;
case CP_POLY_SHAPE:
{
cpPolyShape *poly = (cpPolyShape *)shape;
Color4F line = color;
line.a = cpflerp(color.a, 1.0, 0.5);
Point* pPoints = cpVertArray2ccpArrayN(poly->tVerts, poly->numVerts);
renderer->drawPolygon(pPoints, poly->numVerts, color, 1.0, line);
CC_SAFE_DELETE_ARRAY(pPoints);
}
break;
default:
cpAssertHard(false, "Bad assertion in DrawShape()");
}
}
static Color4F CONSTRAINT_COLOR(0, 1, 0, 0.5);
static void DrawConstraint(cpConstraint *constraint, DrawNode *renderer)
{
cpBody *body_a = constraint->a;
cpBody *body_b = constraint->b;
const cpConstraintClass *klass = constraint->CP_PRIVATE(klass);
if (klass == cpPinJointGetClass())
{
cpPinJoint *joint = (cpPinJoint *)constraint;
cpVect a = cpBodyLocal2World(body_a, joint->anchr1);
cpVect b = cpBodyLocal2World(body_b, joint->anchr2);
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
else if (klass == cpSlideJointGetClass())
{
cpSlideJoint *joint = (cpSlideJoint *)constraint;
cpVect a = cpBodyLocal2World(body_a, joint->anchr1);
cpVect b = cpBodyLocal2World(body_b, joint->anchr2);
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
else if (klass == cpPivotJointGetClass())
{
cpPivotJoint *joint = (cpPivotJoint *)constraint;
cpVect a = cpBodyLocal2World(body_a, joint->anchr1);
cpVect b = cpBodyLocal2World(body_b, joint->anchr2);
renderer->drawDot(cpVert2Point(a), 3.0, CONSTRAINT_COLOR);
renderer->drawDot(cpVert2Point(b), 3.0, CONSTRAINT_COLOR);
}
else if (klass == cpGrooveJointGetClass())
{
cpGrooveJoint *joint = (cpGrooveJoint *)constraint;
cpVect a = cpBodyLocal2World(body_a, joint->grv_a);
cpVect b = cpBodyLocal2World(body_a, joint->grv_b);
cpVect c = cpBodyLocal2World(body_b, joint->anchr2);
renderer->drawDot(cpVert2Point(c), 3.0, CONSTRAINT_COLOR);
renderer->drawSegment(cpVert2Point(a), cpVert2Point(b), 1.0, CONSTRAINT_COLOR);
}
else if (klass == cpDampedSpringGetClass())
{
// TODO
}
else
{
// printf("Cannot draw constraint\n");
}
}
// implementation of PhysicsDebugNode
void PhysicsDebugNode::draw()
{
if (! _spacePtr)
{
return;
}
cpSpaceEachShape(_spacePtr, (cpSpaceShapeIteratorFunc)DrawShape, this);
cpSpaceEachConstraint(_spacePtr, (cpSpaceConstraintIteratorFunc)DrawConstraint, this);
DrawNode::draw();
DrawNode::clear();
}
PhysicsDebugNode::PhysicsDebugNode()
: _spacePtr(NULL)
{}
PhysicsDebugNode* PhysicsDebugNode::create(cpSpace *space)
{
PhysicsDebugNode *node = new PhysicsDebugNode();
if (node)
{
node->init();
node->_spacePtr = space;
node->autorelease();
}
else
{
CC_SAFE_DELETE(node);
}
return node;
}
PhysicsDebugNode::~PhysicsDebugNode()
{
}
cpSpace* PhysicsDebugNode::getSpace() const
{
return _spacePtr;
}
void PhysicsDebugNode::setSpace(cpSpace *space)
{
_spacePtr = space;
}
NS_CC_EXT_END
#endif // CC_ENABLE_CHIPMUNK_INTEGRATION