mirror of https://github.com/axmolengine/axmol.git
485 lines
12 KiB
C++
485 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 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 "CCColliderDetector.h"
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#include "CCBone.h"
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#include "CCTransformHelp.h"
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using namespace cocos2d;
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namespace cocostudio
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{
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#if ENABLE_PHYSICS_BOX2D_DETECT
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ColliderFilter::ColliderFilter(uint16 categoryBits, uint16 maskBits, int16 groupIndex)
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: _categoryBits(categoryBits), _maskBits(maskBits), _groupIndex(groupIndex)
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{}
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void ColliderFilter::updateShape(b2Fixture* fixture)
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{
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b2Filter filter;
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filter.categoryBits = _categoryBits;
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filter.groupIndex = _groupIndex;
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filter.maskBits = _maskBits;
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fixture->SetFilterData(filter);
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderFilter::ColliderFilter(cpCollisionType collisionType, cpGroup group)
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: _collisionType(collisionType), _group(group)
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{}
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void ColliderFilter::updateShape(cpShape* shape)
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{
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shape->collision_type = _collisionType;
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shape->group = _group;
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}
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#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
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ColliderBody::ColliderBody(ContourData* contourData) : _fixture(nullptr), _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
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CC_SAFE_RETAIN(_calculatedVertexList);
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# endif
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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ColliderBody::ColliderBody(ContourData* contourData) : _shape(nullptr), _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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_filter = new ColliderFilter();
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# if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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_calculatedVertexList = Array::create();
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CC_SAFE_RETAIN(_calculatedVertexList);
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# endif
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}
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#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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ColliderBody::ColliderBody(ContourData* contourData) : _contourData(contourData)
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{
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CC_SAFE_RETAIN(_contourData);
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}
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#endif
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ColliderBody::~ColliderBody()
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{
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CC_SAFE_RELEASE(_contourData);
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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CC_SAFE_DELETE(_filter);
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#endif
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderBody::setColliderFilter(ColliderFilter* filter)
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{
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*_filter = *filter;
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}
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ColliderFilter* ColliderBody::getColliderFilter()
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{
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return _filter;
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}
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#endif
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ColliderDetector* ColliderDetector::create()
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{
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ColliderDetector* pColliderDetector = new ColliderDetector();
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if (pColliderDetector->init())
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{
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pColliderDetector->autorelease();
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return pColliderDetector;
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}
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CC_SAFE_DELETE(pColliderDetector);
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return nullptr;
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}
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ColliderDetector* ColliderDetector::create(Bone* bone)
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{
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ColliderDetector* pColliderDetector = new ColliderDetector();
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if (pColliderDetector->init(bone))
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{
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pColliderDetector->autorelease();
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return pColliderDetector;
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}
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CC_SAFE_DELETE(pColliderDetector);
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return nullptr;
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}
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ColliderDetector::ColliderDetector() : _active(false)
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{
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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_body = nullptr;
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_filter = nullptr;
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#endif
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}
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ColliderDetector::~ColliderDetector()
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{
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_colliderBodyList.clear();
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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CC_SAFE_DELETE(_filter);
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#endif
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}
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bool ColliderDetector::init()
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{
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_colliderBodyList.clear();
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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_filter = new ColliderFilter();
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#endif
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return true;
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}
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bool ColliderDetector::init(Bone* bone)
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{
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init();
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setBone(bone);
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return true;
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}
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void ColliderDetector::addContourData(ContourData* contourData)
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{
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ColliderBody* colliderBody = new ColliderBody(contourData);
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_colliderBodyList.pushBack(colliderBody);
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colliderBody->release();
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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std::vector<Vec2>& calculatedVertexList = colliderBody->_calculatedVertexList;
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unsigned long num = contourData->vertexList.size();
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for (unsigned long i = 0; i < num; i++)
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{
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calculatedVertexList.push_back(Vec2());
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}
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#endif
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}
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void ColliderDetector::addContourDataList(cocos2d::Vector<ContourData*>& contourDataList)
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{
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for (const auto& contourData : contourDataList)
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{
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this->addContourData(contourData);
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}
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}
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void ColliderDetector::removeContourData(ContourData* contourData)
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{
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std::vector<ColliderBody*> eraseList;
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for (const auto& body : _colliderBodyList)
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{
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if (body && body->getContourData() == contourData)
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{
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eraseList.push_back(body);
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}
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}
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for (const auto& body : eraseList)
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{
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this->_colliderBodyList.eraseObject(body);
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}
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}
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void ColliderDetector::removeAll()
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{
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_colliderBodyList.clear();
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}
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void ColliderDetector::setActive(bool active)
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{
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if (_active == active)
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{
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return;
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}
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_active = active;
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (_body)
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{
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if (active)
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{
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setBody(_body);
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}
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else
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{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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b2Fixture* fixture = colliderBody->getB2Fixture();
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_body->DestroyFixture(fixture);
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colliderBody->setB2Fixture(nullptr);
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}
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}
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (_body)
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{
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if (_active)
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{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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cpShape* shape = colliderBody->getShape();
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if (shape->space_private == nullptr)
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{
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cpSpaceAddShape(_body->space_private, shape);
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}
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}
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}
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else
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{
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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cpShape* shape = colliderBody->getShape();
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if (shape->space_private != nullptr)
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{
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cpSpaceRemoveShape(_body->space_private, shape);
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}
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}
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}
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}
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#endif
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}
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bool ColliderDetector::getActive()
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{
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return _active;
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}
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const cocos2d::Vector<ColliderBody*>& ColliderDetector::getColliderBodyList()
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{
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return _colliderBodyList;
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderDetector::setColliderFilter(ColliderFilter* filter)
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{
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*_filter = *filter;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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colliderBody->setColliderFilter(filter);
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# if ENABLE_PHYSICS_BOX2D_DETECT
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if (colliderBody->getB2Fixture())
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{
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colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
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}
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# elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (colliderBody->getShape())
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{
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colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
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}
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# endif
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}
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}
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ColliderFilter* ColliderDetector::getColliderFilter()
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{
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return _filter;
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}
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#endif
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Vec2 helpPoint;
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void ColliderDetector::updateTransform(Mat4& t)
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{
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if (!_active)
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{
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return;
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}
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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ContourData* contourData = colliderBody->getContourData();
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2PolygonShape* shape = nullptr;
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if (_body != nullptr)
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{
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shape = (b2PolygonShape*)colliderBody->getB2Fixture()->GetShape();
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpPolyShape* shape = nullptr;
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if (_body != nullptr)
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{
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shape = (cpPolyShape*)colliderBody->getShape();
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}
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#endif
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unsigned long num = contourData->vertexList.size();
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std::vector<cocos2d::Vec2>& vs = contourData->vertexList;
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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std::vector<cocos2d::Vec2>& cvs = colliderBody->_calculatedVertexList;
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#endif
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for (unsigned long i = 0; i < num; i++)
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{
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helpPoint.setPoint(vs.at(i).x, vs.at(i).y);
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helpPoint = PointApplyTransform(helpPoint, t);
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#if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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cvs.at(i).x = helpPoint.x;
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cvs.at(i).y = helpPoint.y;
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#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
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if (shape != nullptr)
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{
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b2Vec2& bv = shape->m_vertices[i];
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bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO);
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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if (shape != nullptr)
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{
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cpVect v;
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v.x = helpPoint.x;
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v.y = helpPoint.y;
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shape->verts[i] = v;
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}
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#endif
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}
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#if ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpConvexHull((int)num, shape->verts, nullptr, nullptr, 0);
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for (unsigned long i = 0; i < num; i++)
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{
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cpVect b = shape->verts[(i + 1) % shape->numVerts];
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cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i])));
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shape->planes[i].n = n;
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shape->planes[i].d = cpvdot(n, shape->verts[i]);
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}
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#endif
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}
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}
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#if ENABLE_PHYSICS_BOX2D_DETECT
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void ColliderDetector::setBody(b2Body* pBody)
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{
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_body = pBody;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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ContourData* contourData = colliderBody->getContourData();
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b2Vec2* b2bv = new b2Vec2[contourData->vertexList.size()];
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int i = 0;
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for (auto& v : contourData->vertexList)
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{
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b2bv[i].Set(v.x / PT_RATIO, v.y / PT_RATIO);
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i++;
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}
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b2PolygonShape polygon;
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polygon.Set(b2bv, (int)contourData->vertexList.size());
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CC_SAFE_DELETE(b2bv);
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &polygon;
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fixtureDef.isSensor = true;
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b2Fixture* fixture = _body->CreateFixture(&fixtureDef);
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fixture->SetUserData(_bone);
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if (colliderBody->getB2Fixture() != nullptr)
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{
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_body->DestroyFixture(colliderBody->getB2Fixture());
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}
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colliderBody->setB2Fixture(fixture);
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colliderBody->getColliderFilter()->updateShape(fixture);
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}
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}
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b2Body* ColliderDetector::getBody() const
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{
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return _body;
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}
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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void ColliderDetector::setBody(cpBody* pBody)
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{
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_body = pBody;
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for (auto& object : _colliderBodyList)
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{
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ColliderBody* colliderBody = (ColliderBody*)object;
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ContourData* contourData = colliderBody->getContourData();
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ssize_t num = contourData->vertexList.size();
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auto vs = contourData->vertexList;
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cpVect* verts = new cpVect[num];
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for (int i = 0; i < num; i++)
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{
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verts[num - 1 - i].x = vs.at(i).x;
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verts[num - 1 - i].y = vs.at(i).y;
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}
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cpShape* shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero);
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shape->sensor = true;
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shape->data = _bone;
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if (_active)
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{
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cpSpaceAddShape(_body->space_private, shape);
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}
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colliderBody->setShape(shape);
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colliderBody->getColliderFilter()->updateShape(shape);
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delete[] verts;
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}
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}
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cpBody* ColliderDetector::getBody() const
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{
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return _body;
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}
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#endif
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} // namespace cocostudio
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