mirror of https://github.com/axmolengine/axmol.git
117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 Bytedance Inc.
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https://axmolengine.github.io/
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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_HELPER_H__
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#define __CCPHYSICS_HELPER_H__
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#include "base/ccConfig.h"
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#if AX_USE_PHYSICS
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# include "chipmunk/chipmunk.h"
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# include "platform/CCPlatformMacros.h"
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# include "math/CCMath.h"
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NS_AX_BEGIN
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/**
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* @addtogroup physics
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* @{
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* @addtogroup physics_2d
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* @{
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*/
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/**
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* A physics helper class.
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*
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* Support for conversion between the chipmunk types and cocos types, eg: cpVect to Vec2, Vec2 to cpVect, cpFloat to
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* float.
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*/
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class PhysicsHelper
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{
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public:
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/** Make cpVect type convert to Vec2 type. */
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static Vec2 cpv2vec2(const cpVect& vec) { return Vec2(vec.x, vec.y); }
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/** Make Vec2 type convert to cpVect type. */
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static cpVect vec22cpv(const Vec2& point) { return cpv(point.x, point.y); }
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/** Make cpFloat type convert to float type. */
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static float cpfloat2float(cpFloat f) { return f; }
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/** Make Rect type convert to cpBB type. */
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static cpBB rect2cpbb(const Rect& rect)
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{
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return cpBBNew(rect.origin.x, rect.origin.y, rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
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}
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/** Make cpBB type convert to Rect type. */
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static Rect cpbb2rect(const cpBB& bb) { return Rect(bb.l, bb.b, bb.r - bb.l, bb.t - bb.b); }
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/**
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Make cpVect array convert to Vec2 array.
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@param cpvs The be converted object, it's a cpVect array.
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@param out The converted object, it's a Vec2 array.
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@param count It's cpvs array length.
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@return The out object's pointer.
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*/
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static Vec2* cpvs2points(const cpVect* cpvs, Vec2* out, int count)
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{
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for (int i = 0; i < count; ++i)
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{
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out[i] = cpv2vec2(cpvs[i]);
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}
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return out;
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}
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/**
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Make Vec2 array convert to cpVect array.
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@param points The be converted object, it's a Vec2 array.
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@param out The converted object, it's a cpVect array.
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@param count It's points array length.
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@return The out object's pointer.
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*/
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static cpVect* points2cpvs(const Vec2* points, cpVect* out, int count)
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{
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for (int i = 0; i < count; ++i)
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{
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out[i] = vec22cpv(points[i]);
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}
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return out;
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}
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};
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/** @} */
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/** @} */
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NS_AX_END
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#endif // AX_USE_PHYSICS
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#endif // __CCPHYSICS_HELPER_H__
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