axmol/cocos/physics/CCPhysicsBody.h

241 lines
7.3 KiB
C++

/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.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 "CCPhysicsSetting.h"
#ifdef CC_USE_PHYSICS
#ifndef __CCPHYSICS_BODY_H__
#define __CCPHYSICS_BODY_H__
#include "CCObject.h"
#include "CCGeometry.h"
#include "CCPhysicsShape.h"
#include <vector>
NS_CC_BEGIN
class Sprite;
class PhysicsWorld;
class PhysicsJoint;
class PhysicsBodyInfo;
const PhysicsMaterial PHYSICSBODY_MATERIAL_DEFAULT(0.0f, 1.0f, 1.0f);
/**
* A body affect by physics.
* it can attach one or more shapes.
*/
class PhysicsBody : public Object//, public Clonable
{
public:
static PhysicsBody* create();
/**
* @brief Create a body contains a circle shape.
*/
static PhysicsBody* createCircle(float radius, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a box shape.
*/
static PhysicsBody* createBox(Size size, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a polygon shape.
* points is an array of Point structs defining a convex hull with a clockwise winding.
*/
static PhysicsBody* createPolygon(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT);
/**
* @brief Create a body contains a EdgeSegment shape.
*/
static PhysicsBody* createEdgeSegment(Point a, Point b, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgeBox shape.
*/
static PhysicsBody* createEdgeBox(Size size, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgePolygon shape.
*/
static PhysicsBody* createEdgePolygon(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
/**
* @brief Create a body contains a EdgeChain shape.
*/
static PhysicsBody* createEdgeChain(Point* points, int count, PhysicsMaterial material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1);
virtual void addShape(PhysicsShape* shape);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(Point force);
/**
* @brief Applies a immediate force to body.
*/
virtual void applyForce(Point force, Point offset);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(Point impulse);
/**
* @brief Applies a continuous force to body.
*/
virtual void applyImpulse(Point impulse, Point offset);
/**
* @brief Applies a torque force to body.
*/
virtual void applyTorque(float torque);
virtual void setVelocity(Point velocity);
virtual Point getVelocity();
/*
* @brief get the body shapes.
*/
inline std::vector<PhysicsShape*>& getShapes() { return _shapes; }
/*
* @brief get the first body shapes.
*/
inline PhysicsShape* getShape() { return _shapes.size() >= 1 ? _shapes.front() : nullptr; }
PhysicsShape* getShapeByTag(int tag);
/*
* @brief remove a shape from body
*/
void removeShape(PhysicsShape* shape);
void removeShapeByTag(int tag);
/*
* @brief remove all shapes
*/
void removeAllShapes();
/*
* @brief get the world body added to.
*/
inline PhysicsWorld* getWorld() const { return _world; }
/*
* @brief get all joints the body have
*/
inline const std::vector<PhysicsJoint*>* getJoints() const { return &_joints; }
/*
* @brief get the sprite the body set to.
*/
inline Sprite* getOwner() const { return _owner; }
void setCategoryBitmask(int bitmask);
inline int getCategoryBitmask() const { return _categoryBitmask; }
void setContactTestBitmask(int bitmask);
inline int getContactTestBitmask() const { return _contactTestBitmask; }
void setCollisionBitmask(int bitmask);
inline int getCollisionBitmask() const { return _collisionBitmask; }
/*
* @brief get the body position.
*/
Point getPosition() const;
/*
* @brief get the body rotation.
*/
float getRotation() const;
/*
* @brief test the body is dynamic or not.
* a dynamic body will effect with gravity.
*/
inline bool isDynamic() { return _dynamic; }
/*
* @brief set dynamic to body.
* a dynamic body will effect with gravity.
*/
void setDynamic(bool dynamic);
/*
* @brief set the body mass.
*/
void setMass(float mass);
/*
* @brief get the body mass.
*/
inline float getMass() { return _mass; }
/*
* @brief set angular damping.
*/
void setAngularDamping(float angularDamping);
/*
* @brief get angular damping.
*/
inline float getAngularDamping() { return _angularDamping; }
//virtual Clonable* clone() const override;
inline bool isEnable() { return _enable; }
void setEnable(bool enable);
inline int getTag() { return _tag; }
inline void setTag(int tag) { _tag = tag; }
protected:
bool init();
virtual void setPosition(Point position);
virtual void setRotation(float rotation);
protected:
PhysicsBody();
virtual ~PhysicsBody();
protected:
Sprite* _owner;
std::vector<PhysicsJoint*> _joints;
std::vector<PhysicsShape*> _shapes;
PhysicsWorld* _world;
PhysicsBodyInfo* _info;
bool _dynamic;
bool _enable;
bool _massDefault;
bool _angularDampingDefault;
float _mass;
float _area;
float _density;
float _angularDamping;
int _tag;
int _categoryBitmask;
int _contactTestBitmask;
int _collisionBitmask;
friend class PhysicsWorld;
friend class PhysicsShape;
friend class PhysicsJoint;
friend class Node;
};
NS_CC_END
#endif // __CCPHYSICS_BODY_H__
#endif // CC_USE_PHYSICS