axmol/extensions/physics-nodes/CCPhysicsSprite.cpp

399 lines
9.2 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 "CCPhysicsSprite.h"
#if (CC_ENABLE_CHIPMUNK_INTEGRATION && CC_ENABLE_BOX2D_INTEGRATION)
#error "Either Chipmunk or Box2d should be enabled, but not both at the same time"
#endif
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "chipmunk.h"
#elif CC_ENABLE_BOX2D_INTEGRATION
#include "Box2D/Box2D.h"
#endif
NS_CC_EXT_BEGIN
PhysicsSprite::PhysicsSprite()
: _ignoreBodyRotation(false)
, _CPBody(nullptr)
, _pB2Body(nullptr)
, _PTMRatio(0.0f)
{}
PhysicsSprite* PhysicsSprite::create()
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithTexture(Texture2D *pTexture, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char *pszFileName)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSprite* PhysicsSprite::create(const char *pszFileName, const Rect& rect)
{
PhysicsSprite* pRet = new PhysicsSprite();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then getNodeToParentTransform won't be called.
bool PhysicsSprite::isDirty() const
{
return true;
}
bool PhysicsSprite::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Vector2& PhysicsSprite::getPosition() const
{
return getPosFromPhysics();
}
void PhysicsSprite::getPosition(float* x, float* y) const
{
if (x == NULL || y == NULL) {
return;
}
const Vector2& pos = getPosFromPhysics();
*x = pos.x;
*y = pos.y;
}
float PhysicsSprite::getPositionX() const
{
return getPosFromPhysics().x;
}
float PhysicsSprite::getPositionY() const
{
return getPosFromPhysics().y;
}
//
// Chipmunk only
//
cpBody* PhysicsSprite::getCPBody() const
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
return _CPBody;
#else
CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
return nullptr;
#endif
}
void PhysicsSprite::setCPBody(cpBody *pBody)
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
_CPBody = pBody;
#else
CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
#endif
}
b2Body* PhysicsSprite::getB2Body() const
{
#if CC_ENABLE_BOX2D_INTEGRATION
return _pB2Body;
#else
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
return nullptr;
#endif
}
void PhysicsSprite::setB2Body(b2Body *pBody)
{
#if CC_ENABLE_BOX2D_INTEGRATION
_pB2Body = pBody;
#else
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
#endif
}
float PhysicsSprite::getPTMRatio() const
{
#if CC_ENABLE_BOX2D_INTEGRATION
return _PTMRatio;
#else
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
return 0;
#endif
}
void PhysicsSprite::setPTMRatio(float fRatio)
{
#if CC_ENABLE_BOX2D_INTEGRATION
_PTMRatio = fRatio;
#else
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
#endif
}
//
// Common to Box2d and Chipmunk
//
const Vector2& PhysicsSprite::getPosFromPhysics() const
{
static Vector2 s_physicPosion;
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpVect cpPos = cpBodyGetPos(_CPBody);
s_physicPosion = Vector2(cpPos.x, cpPos.y);
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
s_physicPosion = Vector2(x,y);
#endif
return s_physicPosion;
}
void PhysicsSprite::setPosition(const Vector2 &pos)
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpVect cpPos = cpv(pos.x, pos.y);
cpBodySetPos(_CPBody, cpPos);
#elif CC_ENABLE_BOX2D_INTEGRATION
float angle = _pB2Body->GetAngle();
_pB2Body->SetTransform(b2Vec2(pos.x / _PTMRatio, pos.y / _PTMRatio), angle);
#endif
}
float PhysicsSprite::getRotation() const
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
#elif CC_ENABLE_BOX2D_INTEGRATION
return (_ignoreBodyRotation ? Sprite::getRotation() :
CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle()));
#endif
}
void PhysicsSprite::setRotation(float fRotation)
{
if (_ignoreBodyRotation)
{
Sprite::setRotation(fRotation);
}
#if CC_ENABLE_CHIPMUNK_INTEGRATION
else
{
cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation));
}
#elif CC_ENABLE_BOX2D_INTEGRATION
else
{
b2Vec2 p = _pB2Body->GetPosition();
float radians = CC_DEGREES_TO_RADIANS(fRotation);
_pB2Body->SetTransform(p, radians);
}
#endif
}
// returns the transform matrix according the Chipmunk Body values
const Matrix& PhysicsSprite::getNodeToParentTransform() const
{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : _CPBody->rot);
float x = _CPBody->p.x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY;
float y = _CPBody->p.y + rot.y * -_anchorPointInPoints.x * _scaleX + rot.x * -_anchorPointInPoints.y * _scaleY;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
float mat[] = { (float)rot.x * _scaleX, (float)rot.y * _scaleX, 0, 0,
(float)-rot.y * _scaleY, (float)rot.x * _scaleY, 0, 0,
0, 0, 1, 0,
x, y, 0, 1};
_transform.set(mat);
return _transform;
#elif CC_ENABLE_BOX2D_INTEGRATION
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Make matrix
float radians = _pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if (!_anchorPointInPoints.equals(Vector2::ZERO))
{
x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY));
y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY));
}
// Rot, Translate Matrix
float mat[] = { (float)c * _scaleX, (float)s * _scaleX, 0, 0,
(float)-s * _scaleY, (float)c * _scaleY, 0, 0,
0, 0, 1, 0,
x, y, 0, 1};
_transform.set(mat);
return _transform;
#endif
}
NS_CC_EXT_END