mirror of https://github.com/axmolengine/axmol.git
144 lines
4.8 KiB
C++
144 lines
4.8 KiB
C++
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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*
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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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*
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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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*
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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 THE
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* SOFTWARE.
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*/
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#ifndef __PHYSICSNODES_CCPHYSICSSPRITE_H__
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#define __PHYSICSNODES_CCPHYSICSSPRITE_H__
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#include "base/ccConfig.h"
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#if CC_USE_PHYSICS
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#include "2d/CCSprite.h"
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#include "extensions/ExtensionMacros.h"
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#include "extensions/ExtensionExport.h"
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struct cpBody;
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class b2Body;
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NS_CC_EXT_BEGIN
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/** A Sprite subclass that is bound to a physics body.
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It works with:
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- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
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- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
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- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
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Features and Limitations:
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- Scale and Skew properties are ignored.
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- Position and rotation are going to updated from the physics body
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- If you update the rotation or position manually, the physics body will be updated
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- You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
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*/
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class CC_EX_DLL PhysicsSprite : public Sprite
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{
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public:
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static PhysicsSprite* create();
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/** Creates an sprite with a texture.
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The rect used will be the size of the texture.
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The offset will be (0,0).
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*/
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static PhysicsSprite* createWithTexture(Texture2D *pTexture);
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/** Creates an sprite with a texture and a rect.
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The offset will be (0,0).
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*/
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static PhysicsSprite* createWithTexture(Texture2D *pTexture, const Rect& rect);
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/** Creates an sprite with an sprite frame. */
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static PhysicsSprite* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
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/** Creates an sprite with an sprite frame name.
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An SpriteFrame will be fetched from the SpriteFrameCache by name.
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If the SpriteFrame doesn't exist it will raise an exception.
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@since v0.9
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*/
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static PhysicsSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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/** Creates an sprite with an image filename.
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The rect used will be the size of the image.
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The offset will be (0,0).
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*/
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static PhysicsSprite* create(const char *pszFileName);
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/** Creates an sprite with an image filename and a rect.
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The offset will be (0,0).
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*/
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static PhysicsSprite* create(const char *pszFileName, const Rect& rect);
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PhysicsSprite();
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virtual bool isDirty() const;
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/** Keep the sprite's rotation separate from the body. */
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bool isIgnoreBodyRotation() const;
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void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
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//
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// Chipmunk specific
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//
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/** Body accessor when using regular Chipmunk */
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cpBody* getCPBody() const;
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void setCPBody(cpBody *pBody);
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//
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// Box2d specific
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//
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/** Body accessor when using box2d */
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b2Body* getB2Body() const;
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void setB2Body(b2Body *pBody);
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float getPTMRatio() const;
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void setPTMRatio(float fPTMRatio);
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// overrides
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virtual const Vec2& getPosition() const override;
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virtual void getPosition(float* x, float* y) const override;
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virtual float getPositionX() const override;
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virtual float getPositionY() const override;
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virtual void setPosition(const Vec2 &position) override;
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virtual float getRotation() const override;
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virtual void setRotation(float fRotation) override;
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virtual void syncPhysicsTransform() const;
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virtual const Mat4& getNodeToParentTransform() const override;
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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protected:
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const Vec2& getPosFromPhysics() const;
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protected:
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bool _ignoreBodyRotation;
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// chipmunk specific
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cpBody *_CPBody;
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// box2d specific
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b2Body *_pB2Body;
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float _PTMRatio;
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};
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NS_CC_EXT_END
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#endif // CC_USE_PHYSICS
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#endif // __PHYSICSNODES_CCPHYSICSSPRITE_H__
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