axmol/cocos2dx/physics_nodes/CCPhysicsSprite.h

112 lines
3.8 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.
*/
#ifndef __PHYSICSNODES_CCPHYSICSSPRITE_H__
#define __PHYSICSNODES_CCPHYSICSSPRITE_H__
#include "ccConfig.h"
#include "sprite_nodes/CCSprite.h"
NS_CC_BEGIN
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include chipmunk.h
#elif CC_ENABLE_BOX2D_INTEGRATION
class b2Body;
#endif // CC_ENABLE_BOX2D_INTEGRATION
/** A CCSprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't eble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
*/
class CC_DLL CCPhysicsSprite : public CCSprite
{
protected:
bool m_bIgnoreBodyRotation;
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpBody *m_pBody;
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Body *m_pBody;
// Pixels to Meters ratio
float m_fPTMRation;
#endif // CC_ENABLE_CHIPMUNK_INTEGRATION
public:
static CCPhysicsSprite* create();
virtual bool isDirty();
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
#if CC_ENABLE_CHIPMUNK_INTEGRATION
virtual const CCPoint& getPosition();
virtual void setPosition(const CCPoint &position);
virtual float getRotation();
virtual void setRotation(float fRotation);
virtual CCAffineTransform nodeToParentTransform();
/** Body accessor when using regular Chipmunk */
cpBody* getBody() const;
void setBody(cpBody *pBody);
/** Body accessor when using Objective-Chipmunk */
ChipmunkBody* getChipmunkBody() const;
void setChipmunkBody(ChipmunkBody *pChipmunkBody);
#elif CC_ENABLE_BOX2D_INTEGRATION
virtual CCPoint getPosition();
virtual void setPosition(const CCPoint &position);
virtual float getRotation();
virtual void setRotation(float fRotation);
virtual CCAffineTransform nodeToParentTransform();
/** Body accessor when using box2d */
b2Body* getBody() const;
void setBody(b2Body *pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
#endif // CC_ENABLE_BOX2D_INTEGRATION
protected:
CCPhysicsSprite();
};
NS_CC_END
#endif // __PHYSICSNODES_CCPHYSICSSPRITE_H__