axmol/extensions/physics-nodes/CCPhysicsSpriteBox2D.h

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C++

/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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_CCPHYSICSSPRITEBOX2D_H__
#define __PHYSICSNODES_CCPHYSICSSPRITEBOX2D_H__
#include "2d/CCSprite.h"
#include "extensions/ExtensionMacros.h"
#include "extensions/ExtensionExport.h"
#include "base/CCEventListenerCustom.h"
struct cpBody;
class b2Body;
NS_CC_EXT_BEGIN
/** A Sprite subclass that is bound to a physics body.
It works with:
- Box2D
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 enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
* @lua NA
*/
class CC_EX_DLL PhysicsSpriteBox2D : public Sprite
{
public:
static PhysicsSpriteBox2D* create();
/** Creates an sprite with a texture.
The rect used will be the size of the texture.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* createWithTexture(Texture2D* pTexture);
/** Creates an sprite with a texture and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* createWithTexture(Texture2D* pTexture, const Rect& rect);
/** Creates an sprite with an sprite frame. */
static PhysicsSpriteBox2D* createWithSpriteFrame(SpriteFrame* pSpriteFrame);
/** Creates an sprite with an sprite frame name.
An SpriteFrame will be fetched from the SpriteFrameCache by name.
If the SpriteFrame doesn't exist it will raise an exception.
@since v0.9
*/
static PhysicsSpriteBox2D* createWithSpriteFrameName(const char* pszSpriteFrameName);
/** Creates an sprite with an image filename.
The rect used will be the size of the image.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* create(const char* pszFileName);
/** Creates an sprite with an image filename and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* create(const char* pszFileName, const Rect& rect);
PhysicsSpriteBox2D();
virtual bool isDirty() const override;
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
//
// Chipmunk specific
//
/** Body accessor when using regular Chipmunk */
cpBody* getCPBody() const;
void setCPBody(cpBody* pBody);
//
// Box2d specific
//
/** Body accessor when using box2d */
b2Body* getB2Body() const;
void setB2Body(b2Body* pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
virtual void syncPhysicsTransform() const;
// overrides
virtual const Vec2& getPosition() const override;
virtual void getPosition(float* x, float* y) const override;
virtual float getPositionX() const override;
virtual float getPositionY() const override;
virtual Vec3 getPosition3D() const override;
virtual void setPosition(const Vec2& position) override;
virtual void setPosition(float x, float y) override;
virtual void setPositionX(float x) override;
virtual void setPositionY(float y) override;
virtual void setPosition3D(const Vec3& position) override;
virtual float getRotation() const override;
virtual void setRotation(float fRotation) override;
virtual void onEnter() override;
virtual void onExit() override;
protected:
const Vec2& getPosFromPhysics() const;
void afterUpdate(EventCustom* event);
protected:
bool _ignoreBodyRotation;
// chipmunk specific
cpBody* _CPBody;
// box2d specific
b2Body* _pB2Body;
float _PTMRatio;
// Event for update synchronise physic transform
cocos2d::EventListenerCustom* _syncTransform;
};
NS_CC_EXT_END
#endif // __PHYSICSNODES_CCPHYSICSSPRITEBOX2D_H__