mirror of https://github.com/axmolengine/axmol.git
889 lines
22 KiB
C++
889 lines
22 KiB
C++
/****************************************************************************
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Copyright (c) 2013 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 "physics/CCPhysicsBody.h"
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#if CC_USE_PHYSICS
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#include <climits>
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#include <algorithm>
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#include <cmath>
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#include "chipmunk.h"
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#include "2d/CCLayer.h"
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#include "physics/CCPhysicsShape.h"
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#include "physics/CCPhysicsJoint.h"
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#include "physics/CCPhysicsWorld.h"
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#include "chipmunk/CCPhysicsBodyInfo_chipmunk.h"
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#include "chipmunk/CCPhysicsJointInfo_chipmunk.h"
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#include "chipmunk/CCPhysicsWorldInfo_chipmunk.h"
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#include "chipmunk/CCPhysicsShapeInfo_chipmunk.h"
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#include "chipmunk/CCPhysicsHelper_chipmunk.h"
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NS_CC_BEGIN
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extern const float PHYSICS_INFINITY;
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namespace
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{
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static const float MASS_DEFAULT = 1.0;
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static const float MOMENT_DEFAULT = 200;
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}
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PhysicsBody::PhysicsBody()
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: _node(nullptr)
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, _world(nullptr)
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, _info(nullptr)
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, _dynamic(true)
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, _enabled(true)
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, _rotationEnabled(true)
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, _gravityEnabled(true)
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, _massDefault(true)
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, _momentDefault(true)
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, _mass(MASS_DEFAULT)
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, _area(0.0f)
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, _density(0.0f)
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, _moment(MOMENT_DEFAULT)
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, _isDamping(false)
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, _linearDamping(0.0f)
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, _angularDamping(0.0f)
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, _tag(0)
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, _categoryBitmask(UINT_MAX)
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, _collisionBitmask(0)
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, _contactTestBitmask(UINT_MAX)
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, _group(0)
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, _positionResetTag(false)
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, _rotationResetTag(false)
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, _rotationOffset(0)
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{
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}
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PhysicsBody::~PhysicsBody()
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{
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for (auto it = _joints.begin(); it != _joints.end(); ++it)
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{
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PhysicsJoint* joint = *it;
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PhysicsBody* other = joint->getBodyA() == this ? joint->getBodyB() : joint->getBodyA();
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other->removeJoint(joint);
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delete joint;
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}
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CC_SAFE_DELETE(_info);
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}
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PhysicsBody* PhysicsBody::create()
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::create(float mass)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body)
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{
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body->_mass = mass;
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body->_massDefault = false;
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if (body->init())
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{
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body->autorelease();
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return body;
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}
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::create(float mass, float moment)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body)
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{
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body->_mass = mass;
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body->_massDefault = false;
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body->_moment = moment;
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body->_momentDefault = false;
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if (body->init())
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{
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body->autorelease();
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return body;
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}
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createCircle(float radius, const PhysicsMaterial& material, const Vector2& offset)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeCircle::create(radius, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createBox(const Size& size, const PhysicsMaterial& material, const Vector2& offset)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeBox::create(size, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createPolygon(const Vector2* points, int count, const PhysicsMaterial& material, const Vector2& offset)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapePolygon::create(points, count, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeSegment(const Vector2& a, const Vector2& b, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeSegment::create(a, b, material, border));
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body->_dynamic = false;
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeBox(const Size& size, const PhysicsMaterial& material, float border/* = 1*/, const Vector2& offset)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeBox::create(size, material, border, offset));
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body->_dynamic = false;
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgePolygon(const Vector2* points, int count, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgePolygon::create(points, count, material, border));
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body->_dynamic = false;
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeChain(const Vector2* points, int count, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeChain::create(points, count, material, border));
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body->_dynamic = false;
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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bool PhysicsBody::init()
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{
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do
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{
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_info = new PhysicsBodyInfo();
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CC_BREAK_IF(_info == nullptr);
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_info->setBody(cpBodyNew(PhysicsHelper::float2cpfloat(_mass), PhysicsHelper::float2cpfloat(_moment)));
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CC_BREAK_IF(_info->getBody() == nullptr);
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return true;
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} while (false);
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return false;
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}
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void PhysicsBody::removeJoint(PhysicsJoint* joint)
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{
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auto it = std::find(_joints.begin(), _joints.end(), joint);
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if (it != _joints.end())
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{
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_joints.erase(it);
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}
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}
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void PhysicsBody::setDynamic(bool dynamic)
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{
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if (dynamic != _dynamic)
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{
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_dynamic = dynamic;
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if (dynamic)
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{
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cpBodySetMass(_info->getBody(), _mass);
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cpBodySetMoment(_info->getBody(), _moment);
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if (_world != nullptr)
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{
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// reset the gravity enable
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if (isGravityEnabled())
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{
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_gravityEnabled = false;
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setGravityEnable(true);
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}
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cpSpaceAddBody(_world->_info->getSpace(), _info->getBody());
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}
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}
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else
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{
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if (_world != nullptr)
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{
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cpSpaceRemoveBody(_world->_info->getSpace(), _info->getBody());
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}
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// avoid incorrect collion simulation.
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cpBodySetMass(_info->getBody(), PHYSICS_INFINITY);
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cpBodySetMoment(_info->getBody(), PHYSICS_INFINITY);
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cpBodySetVel(_info->getBody(), cpvzero);
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cpBodySetAngVel(_info->getBody(), 0.0f);
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resetForces();
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}
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}
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}
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void PhysicsBody::setRotationEnable(bool enable)
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{
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if (_rotationEnabled != enable)
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{
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cpBodySetMoment(_info->getBody(), enable ? _moment : PHYSICS_INFINITY);
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_rotationEnabled = enable;
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}
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}
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void PhysicsBody::setGravityEnable(bool enable)
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{
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if (_gravityEnabled != enable)
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{
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_gravityEnabled = enable;
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if (_world != nullptr)
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{
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if (enable)
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{
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applyForce(_world->getGravity() * _mass);
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}else
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{
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applyForce(-_world->getGravity() * _mass);
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}
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}
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}
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}
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void PhysicsBody::setPosition(Vector2 position)
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{
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cpBodySetPos(_info->getBody(), PhysicsHelper::point2cpv(position + _positionOffset));
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}
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void PhysicsBody::setRotation(float rotation)
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{
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cpBodySetAngle(_info->getBody(), -PhysicsHelper::float2cpfloat((rotation + _rotationOffset) * (M_PI / 180.0f)));
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}
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Vector2 PhysicsBody::getPosition() const
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{
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cpVect vec = cpBodyGetPos(_info->getBody());
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return PhysicsHelper::cpv2point(vec) - _positionOffset;
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}
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float PhysicsBody::getRotation() const
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{
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return -PhysicsHelper::cpfloat2float(cpBodyGetAngle(_info->getBody()) * (180.0f / M_PI)) - _rotationOffset;
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}
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PhysicsShape* PhysicsBody::addShape(PhysicsShape* shape, bool addMassAndMoment/* = true*/)
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{
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if (shape == nullptr) return nullptr;
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// add shape to body
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if (_shapes.getIndex(shape) == -1)
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{
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shape->setBody(this);
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// calculate the area, mass, and desity
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// area must update before mass, because the density changes depend on it.
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if (addMassAndMoment)
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{
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_area += shape->getArea();
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addMass(shape->getMass());
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addMoment(shape->getMoment());
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}
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if (_world != nullptr)
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{
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_world->addShape(shape);
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}
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_shapes.pushBack(shape);
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if (_group != CP_NO_GROUP && shape->getGroup() == CP_NO_GROUP)
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{
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shape->setGroup(_group);
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}
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}
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return shape;
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}
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void PhysicsBody::applyForce(const Vect& force)
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{
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applyForce(force, Vector2::ZERO);
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}
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void PhysicsBody::applyForce(const Vect& force, const Vector2& offset)
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{
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if (_dynamic && _mass != PHYSICS_INFINITY)
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{
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cpBodyApplyForce(_info->getBody(), PhysicsHelper::point2cpv(force), PhysicsHelper::point2cpv(offset));
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}
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}
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void PhysicsBody::resetForces()
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{
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cpBodyResetForces(_info->getBody());
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// if _gravityEnabled is false, add a reverse of gravity force to body
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if (_world != nullptr && _dynamic && !_gravityEnabled && _mass != PHYSICS_INFINITY)
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{
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applyForce(-_world->getGravity() * _mass);
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}
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}
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void PhysicsBody::applyImpulse(const Vect& impulse)
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{
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applyImpulse(impulse, Vector2());
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}
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void PhysicsBody::applyImpulse(const Vect& impulse, const Vector2& offset)
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{
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cpBodyApplyImpulse(_info->getBody(), PhysicsHelper::point2cpv(impulse), PhysicsHelper::point2cpv(offset));
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}
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void PhysicsBody::applyTorque(float torque)
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{
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cpBodySetTorque(_info->getBody(), PhysicsHelper::float2cpfloat(torque));
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}
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void PhysicsBody::setMass(float mass)
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{
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if (mass <= 0)
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{
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return;
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}
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int oldMass = _mass;
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_mass = mass;
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_massDefault = false;
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// update density
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if (_mass == PHYSICS_INFINITY)
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{
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_density = PHYSICS_INFINITY;
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}
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else
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{
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if (_area > 0)
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{
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_density = _mass / _area;
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}else
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{
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_density = 0;
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}
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}
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// the static body's mass and moment is always infinity
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if (_dynamic)
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{
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updateMass(oldMass, _mass);
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}
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}
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void PhysicsBody::addMass(float mass)
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{
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float oldMass = _mass;
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if (mass == PHYSICS_INFINITY)
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{
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_mass = PHYSICS_INFINITY;
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_massDefault = false;
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_density = PHYSICS_INFINITY;
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}
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else if (mass == -PHYSICS_INFINITY)
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{
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return;
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}
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else
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{
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if (_massDefault)
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{
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_mass = 0;
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_massDefault = false;
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}
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if (_mass + mass > 0)
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{
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_mass += mass;
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}else
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{
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_mass = MASS_DEFAULT;
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_massDefault = true;
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}
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if (_area > 0)
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{
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_density = _mass / _area;
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}
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else
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{
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_density = 0;
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}
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}
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// the static body's mass and moment is always infinity
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if (_dynamic)
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{
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updateMass(oldMass, _mass);
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}
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}
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void PhysicsBody::addMoment(float moment)
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{
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if (moment == PHYSICS_INFINITY)
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{
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// if moment is PHYSICS_INFINITY, the moment of the body will become PHYSICS_INFINITY
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_moment = PHYSICS_INFINITY;
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_momentDefault = false;
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}
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else if (moment == -PHYSICS_INFINITY)
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{
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return;
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}
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else
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{
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// if moment of the body is PHYSICS_INFINITY is has no effect
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if (_moment != PHYSICS_INFINITY)
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{
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if (_momentDefault)
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{
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_moment = 0;
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_momentDefault = false;
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}
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if (_moment + moment > 0)
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{
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_moment += moment;
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}
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else
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{
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_moment = MOMENT_DEFAULT;
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_momentDefault = true;
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}
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}
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}
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// the static body's mass and moment is always infinity
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if (_rotationEnabled && _dynamic)
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{
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cpBodySetMoment(_info->getBody(), PhysicsHelper::float2cpfloat(_moment));
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}
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}
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void PhysicsBody::setVelocity(const Vector2& velocity)
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{
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if (!_dynamic)
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{
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CCLOG("physics warning: your can't set velocity for a static body.");
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return;
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}
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cpBodySetVel(_info->getBody(), PhysicsHelper::point2cpv(velocity));
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}
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Vector2 PhysicsBody::getVelocity()
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{
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return PhysicsHelper::cpv2point(cpBodyGetVel(_info->getBody()));
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}
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Vector2 PhysicsBody::getVelocityAtLocalPoint(const Vector2& point)
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{
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return PhysicsHelper::cpv2point(cpBodyGetVelAtLocalPoint(_info->getBody(), PhysicsHelper::point2cpv(point)));
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}
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Vector2 PhysicsBody::getVelocityAtWorldPoint(const Vector2& point)
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{
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return PhysicsHelper::cpv2point(cpBodyGetVelAtWorldPoint(_info->getBody(), PhysicsHelper::point2cpv(point)));
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}
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void PhysicsBody::setAngularVelocity(float velocity)
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{
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if (!_dynamic)
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{
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CCLOG("physics warning: your can't set angular velocity for a static body.");
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return;
|
|
}
|
|
|
|
cpBodySetAngVel(_info->getBody(), PhysicsHelper::float2cpfloat(velocity));
|
|
}
|
|
|
|
float PhysicsBody::getAngularVelocity()
|
|
{
|
|
return PhysicsHelper::cpfloat2float(cpBodyGetAngVel(_info->getBody()));
|
|
}
|
|
|
|
void PhysicsBody::setVelocityLimit(float limit)
|
|
{
|
|
cpBodySetVelLimit(_info->getBody(), PhysicsHelper::float2cpfloat(limit));
|
|
}
|
|
|
|
float PhysicsBody::getVelocityLimit()
|
|
{
|
|
return PhysicsHelper::cpfloat2float(cpBodyGetVelLimit(_info->getBody()));
|
|
}
|
|
|
|
void PhysicsBody::setAngularVelocityLimit(float limit)
|
|
{
|
|
cpBodySetAngVelLimit(_info->getBody(), PhysicsHelper::float2cpfloat(limit));
|
|
}
|
|
|
|
float PhysicsBody::getAngularVelocityLimit()
|
|
{
|
|
return PhysicsHelper::cpfloat2float(cpBodyGetAngVelLimit(_info->getBody()));
|
|
}
|
|
|
|
void PhysicsBody::setMoment(float moment)
|
|
{
|
|
_moment = moment;
|
|
_momentDefault = false;
|
|
|
|
// the static body's mass and moment is always infinity
|
|
if (_rotationEnabled && _dynamic)
|
|
{
|
|
cpBodySetMoment(_info->getBody(), PhysicsHelper::float2cpfloat(_moment));
|
|
}
|
|
}
|
|
|
|
PhysicsShape* PhysicsBody::getShape(int tag) const
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
if (shape->getTag() == tag)
|
|
{
|
|
return shape;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void PhysicsBody::removeShape(int tag, bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
if (shape->getTag() == tag)
|
|
{
|
|
removeShape(shape, reduceMassAndMoment);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::removeShape(PhysicsShape* shape, bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
if (_shapes.getIndex(shape) != -1)
|
|
{
|
|
// deduce the area, mass and moment
|
|
// area must update before mass, because the density changes depend on it.
|
|
if (reduceMassAndMoment)
|
|
{
|
|
_area -= shape->getArea();
|
|
addMass(-shape->getMass());
|
|
addMoment(-shape->getMoment());
|
|
}
|
|
|
|
//remove
|
|
if (_world)
|
|
{
|
|
_world->removeShape(shape);
|
|
}
|
|
|
|
// set shape->_body = nullptr make the shape->setBody will not trigger the _body->removeShape function call.
|
|
shape->_body = nullptr;
|
|
shape->setBody(nullptr);
|
|
_shapes.eraseObject(shape);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::removeAllShapes(bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
for (auto& child : _shapes)
|
|
{
|
|
PhysicsShape* shape = dynamic_cast<PhysicsShape*>(child);
|
|
|
|
// deduce the area, mass and moment
|
|
// area must update before mass, because the density changes depend on it.
|
|
if (reduceMassAndMoment)
|
|
{
|
|
_area -= shape->getArea();
|
|
addMass(-shape->getMass());
|
|
addMoment(-shape->getMoment());
|
|
}
|
|
|
|
if (_world)
|
|
{
|
|
_world->removeShape(shape);
|
|
}
|
|
|
|
// set shape->_body = nullptr make the shape->setBody will not trigger the _body->removeShape function call.
|
|
shape->_body = nullptr;
|
|
shape->setBody(nullptr);
|
|
}
|
|
|
|
_shapes.clear();
|
|
}
|
|
|
|
void PhysicsBody::removeFromWorld()
|
|
{
|
|
if (_world)
|
|
{
|
|
_world->removeBody(this);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setEnable(bool enable)
|
|
{
|
|
if (_enabled != enable)
|
|
{
|
|
_enabled = enable;
|
|
|
|
if (_world)
|
|
{
|
|
if (enable)
|
|
{
|
|
_world->addBodyOrDelay(this);
|
|
}else
|
|
{
|
|
_world->removeBodyOrDelay(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool PhysicsBody::isResting() const
|
|
{
|
|
return CP_PRIVATE(_info->getBody()->node).root != ((cpBody*)0);
|
|
}
|
|
|
|
void PhysicsBody::setResting(bool rest) const
|
|
{
|
|
if (rest && !isResting())
|
|
{
|
|
cpBodySleep(_info->getBody());
|
|
}else if(!rest && isResting())
|
|
{
|
|
cpBodyActivate(_info->getBody());
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::update(float delta)
|
|
{
|
|
if (_node != nullptr)
|
|
{
|
|
Node* parent = _node->getParent();
|
|
Layer* layer = &_world->getLayer();
|
|
|
|
Point position = parent != layer ? parent->convertToNodeSpace(layer->convertToWorldSpace(getPosition())) : getPosition();
|
|
float rotation = getRotation();
|
|
for (; parent != layer; parent = parent->getParent())
|
|
{
|
|
rotation -= parent->getRotation();
|
|
}
|
|
|
|
_positionResetTag = true;
|
|
_rotationResetTag = true;
|
|
_node->setPosition(position);
|
|
_node->setRotation(rotation);
|
|
_positionResetTag = false;
|
|
_rotationResetTag = false;
|
|
|
|
// damping compute
|
|
if (_isDamping && _dynamic && !isResting())
|
|
{
|
|
_info->getBody()->v.x *= cpfclamp(1.0f - delta * _linearDamping, 0.0f, 1.0f);
|
|
_info->getBody()->v.y *= cpfclamp(1.0f - delta * _linearDamping, 0.0f, 1.0f);
|
|
_info->getBody()->w *= cpfclamp(1.0f - delta * _angularDamping, 0.0f, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setCategoryBitmask(int bitmask)
|
|
{
|
|
_categoryBitmask = bitmask;
|
|
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setCategoryBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setContactTestBitmask(int bitmask)
|
|
{
|
|
_contactTestBitmask = bitmask;
|
|
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setContactTestBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setCollisionBitmask(int bitmask)
|
|
{
|
|
_collisionBitmask = bitmask;
|
|
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setCollisionBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setGroup(int group)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setGroup(group);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setPositionOffset(const Vector2& position)
|
|
{
|
|
if (!_positionOffset.equals(position))
|
|
{
|
|
Vector2 pos = getPosition();
|
|
_positionOffset = position;
|
|
setPosition(pos);
|
|
}
|
|
}
|
|
|
|
Vector2 PhysicsBody::getPositionOffset() const
|
|
{
|
|
return _positionOffset;
|
|
}
|
|
|
|
void PhysicsBody::setRotationOffset(float rotation)
|
|
{
|
|
if (std::abs(_rotationOffset - rotation) > 0.5f)
|
|
{
|
|
float rot = getRotation();
|
|
_rotationOffset = rotation;
|
|
setRotation(rot);
|
|
}
|
|
}
|
|
|
|
float PhysicsBody::getRotationOffset() const
|
|
{
|
|
return _rotationOffset;
|
|
}
|
|
|
|
Vector2 PhysicsBody::world2Local(const Vector2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyWorld2Local(_info->getBody(), PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
Vector2 PhysicsBody::local2World(const Vector2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyLocal2World(_info->getBody(), PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
void PhysicsBody::updateMass(float oldMass, float newMass)
|
|
{
|
|
if (_dynamic && !_gravityEnabled && _world != nullptr && oldMass != PHYSICS_INFINITY)
|
|
{
|
|
applyForce(_world->getGravity() * oldMass);
|
|
}
|
|
|
|
cpBodySetMass(_info->getBody(), newMass);
|
|
|
|
if (_dynamic && !_gravityEnabled && _world != nullptr && newMass != PHYSICS_INFINITY)
|
|
{
|
|
applyForce(-_world->getGravity() * newMass);
|
|
}
|
|
}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // CC_USE_PHYSICS
|