mirror of https://github.com/axmolengine/axmol.git
235 lines
8.1 KiB
C++
235 lines
8.1 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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#ifndef __CCPHYSICS_WORLD_H__
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#define __CCPHYSICS_WORLD_H__
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#include "2d/ccConfig.h"
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#if CC_USE_PHYSICS
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#include "base/CCVector.h"
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#include "base/CCRef.h"
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#include "base/CCGeometry.h"
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#include <list>
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NS_CC_BEGIN
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class PhysicsBody;
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class PhysicsJoint;
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class PhysicsWorldInfo;
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class PhysicsShape;
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class PhysicsContact;
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typedef Vector2 Vect;
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class Node;
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class Sprite;
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class Layer;
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class DrawNode;
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class PhysicsDebugDraw;
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class PhysicsWorld;
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typedef struct PhysicsRayCastInfo
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{
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PhysicsShape* shape;
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Vector2 start;
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Vector2 end; //< in lua, it's name is "ended"
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Vector2 contact;
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Vect normal;
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float fraction;
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void* data;
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}PhysicsRayCastInfo;
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/**
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* @brief Called for each fixture found in the query. You control how the ray cast
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* proceeds by returning a float:
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* return true: continue
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* return false: terminate the ray cast
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* @param fixture the fixture hit by the ray
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* @param point the point of initial intersection
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* @param normal the normal vector at the point of intersection
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* @return true to continue, false to terminate
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*/
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typedef std::function<bool(PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data)> PhysicsRayCastCallbackFunc;
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typedef std::function<bool(PhysicsWorld&, PhysicsShape&, void*)> PhysicsQueryRectCallbackFunc;
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typedef PhysicsQueryRectCallbackFunc PhysicsQueryPointCallbackFunc;
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/**
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* @brief An PhysicsWorld object simulates collisions and other physical properties. You do not create PhysicsWorld objects directly; instead, you can get it from an Scene object.
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*/
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class PhysicsWorld
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{
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public:
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static const int DEBUGDRAW_NONE; ///< draw nothing
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static const int DEBUGDRAW_SHAPE; ///< draw shapes
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static const int DEBUGDRAW_JOINT; ///< draw joints
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static const int DEBUGDRAW_CONTACT; ///< draw contact
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static const int DEBUGDRAW_ALL; ///< draw all
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public:
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/** Adds a joint to the physics world.*/
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virtual void addJoint(PhysicsJoint* joint);
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/** Remove a joint from physics world.*/
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virtual void removeJoint(PhysicsJoint* joint, bool destroy = true);
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/** Remove all joints from physics world.*/
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virtual void removeAllJoints(bool destroy = true);
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/** Remove a body from physics world. */
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virtual void removeBody(PhysicsBody* body);
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/** Remove body by tag. */
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virtual void removeBody(int tag);
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/** Remove all bodies from physics world. */
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virtual void removeAllBodies();
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/** Searches for physics shapes that intersects the ray. */
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void rayCast(PhysicsRayCastCallbackFunc func, const Vector2& start, const Vector2& end, void* data);
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/** Searches for physics shapes that contains in the rect. */
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void queryRect(PhysicsQueryRectCallbackFunc func, const Rect& rect, void* data);
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/** Searches for physics shapes that contains the point. */
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void queryPoint(PhysicsQueryPointCallbackFunc func, const Vector2& point, void* data);
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/** Get phsyics shapes that contains the point. */
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Vector<PhysicsShape*> getShapes(const Vector2& point) const;
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/** return physics shape that contains the point. */
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PhysicsShape* getShape(const Vector2& point) const;
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/** Get all the bodys that in the physics world. */
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const Vector<PhysicsBody*>& getAllBodies() const;
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/** Get body by tag */
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PhysicsBody* getBody(int tag) const;
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/** Get layer contain this physics world */
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inline Layer& getLayer() const { return *_layer; }
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/** get the gravity value */
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inline Vect getGravity() const { return _gravity; }
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/** set the gravity value */
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void setGravity(const Vect& gravity);
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/** Set the speed of physics world, speed is the rate at which the simulation executes. default value is 1.0 */
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inline void setSpeed(float speed) { if(speed >= 0.0f) { _speed = speed; } }
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/** get the speed of physics world */
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inline float getSpeed() { return _speed; }
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/**
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* set the update rate of physics world, update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
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* set it higher can improve performance, set it lower can improve accuracy of physics world simulation.
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* default value is 1.0
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*/
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inline void setUpdateRate(int rate) { if(rate > 0) { _updateRate = rate; } }
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/** get the update rate */
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inline int getUpdateRate() { return _updateRate; }
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/** set the debug draw mask */
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void setDebugDrawMask(int mask);
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/** get the bebug draw mask */
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inline int getDebugDrawMask() { return _debugDrawMask; }
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protected:
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static PhysicsWorld* construct(Layer& layer);
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bool init(Layer& layer);
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virtual void addBody(PhysicsBody* body);
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virtual void addShape(PhysicsShape* shape);
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virtual void removeShape(PhysicsShape* shape);
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virtual void update(float delta);
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virtual void debugDraw();
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virtual int collisionBeginCallback(PhysicsContact& contact);
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virtual int collisionPreSolveCallback(PhysicsContact& contact);
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virtual void collisionPostSolveCallback(PhysicsContact& contact);
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virtual void collisionSeparateCallback(PhysicsContact& contact);
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virtual void doAddBody(PhysicsBody* body);
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virtual void doRemoveBody(PhysicsBody* body);
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virtual void doAddJoint(PhysicsJoint* joint);
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virtual void doRemoveJoint(PhysicsJoint* joint);
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virtual void addBodyOrDelay(PhysicsBody* body);
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virtual void removeBodyOrDelay(PhysicsBody* body);
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virtual void addJointOrDelay(PhysicsJoint* joint);
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virtual void removeJointOrDelay(PhysicsJoint* joint);
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virtual void updateBodies();
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virtual void updateJoints();
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protected:
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Vect _gravity;
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float _speed;
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int _updateRate;
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int _updateRateCount;
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float _updateTime;
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PhysicsWorldInfo* _info;
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Vector<PhysicsBody*> _bodies;
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std::list<PhysicsJoint*> _joints;
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Layer* _layer;
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bool _delayDirty;
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PhysicsDebugDraw* _debugDraw;
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int _debugDrawMask;
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Vector<PhysicsBody*> _delayAddBodies;
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Vector<PhysicsBody*> _delayRemoveBodies;
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std::vector<PhysicsJoint*> _delayAddJoints;
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std::vector<PhysicsJoint*> _delayRemoveJoints;
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protected:
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PhysicsWorld();
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virtual ~PhysicsWorld();
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friend class Node;
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friend class Sprite;
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friend class Layer;
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friend class PhysicsBody;
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friend class PhysicsShape;
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friend class PhysicsJoint;
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friend class PhysicsWorldCallback;
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friend class PhysicsDebugDraw;
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};
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class PhysicsDebugDraw
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{
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protected:
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virtual bool begin();
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virtual void end();
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virtual void drawShape(PhysicsShape& shape);
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virtual void drawJoint(PhysicsJoint& joint);
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virtual void drawContact();
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protected:
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PhysicsDebugDraw(PhysicsWorld& world);
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virtual ~PhysicsDebugDraw();
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protected:
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DrawNode* _drawNode;
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PhysicsWorld& _world;
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friend class PhysicsWorld;
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};
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extern const float PHYSICS_INFINITY;
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NS_CC_END
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#endif // CC_USE_PHYSICS
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#endif // __CCPHYSICS_WORLD_H__
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