mirror of https://github.com/axmolengine/axmol.git
984 lines
24 KiB
C++
984 lines
24 KiB
C++
/****************************************************************************
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Copyright (c) 2013 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 "physics/CCPhysicsBody.h"
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#if CC_USE_PHYSICS
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#include <climits>
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#include <algorithm>
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#include <cmath>
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#include "chipmunk/chipmunk_private.h"
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#include "2d/CCScene.h"
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#include "physics/CCPhysicsShape.h"
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#include "physics/CCPhysicsJoint.h"
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#include "physics/CCPhysicsWorld.h"
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#include "physics/CCPhysicsHelper.h"
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static void internalBodySetMass(cpBody *body, cpFloat mass)
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{
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cpBodyActivate(body);
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body->m = mass;
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body->m_inv = 1.0f/mass;
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//cpAssertSaneBody(body);
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}
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static void internalBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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cpBodyUpdateVelocity(body, cpvzero, damping, dt);
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// Skip kinematic bodies.
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if(cpBodyGetType(body) == CP_BODY_TYPE_KINEMATIC) return;
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cpAssertSoft(body->m > 0.0f && body->i > 0.0f, "Body's mass and moment must be positive to simulate. (Mass: %f Moment: f)", body->m, body->i);
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cocos2d::PhysicsBody *physicsBody = static_cast<cocos2d::PhysicsBody*>(body->userData);
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if(physicsBody->isGravityEnabled())
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body->v = cpvclamp(cpvadd(cpvmult(body->v, damping), cpvmult(cpvadd(gravity, cpvmult(body->f, body->m_inv)), dt)), physicsBody->getVelocityLimit());
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else
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body->v = cpvclamp(cpvadd(cpvmult(body->v, damping), cpvmult(cpvmult(body->f, body->m_inv), dt)), physicsBody->getVelocityLimit());
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cpFloat w_limit = physicsBody->getAngularVelocityLimit();
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body->w = cpfclamp(body->w*damping + body->t*body->i_inv*dt, -w_limit, w_limit);
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// Reset forces.
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body->f = cpvzero;
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//to check body sanity
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cpBodySetTorque(body, 0.0f);
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}
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NS_CC_BEGIN
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extern const float PHYSICS_INFINITY;
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const std::string PhysicsBody::COMPONENT_NAME = "PhysicsBody";
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namespace
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{
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static const float MASS_DEFAULT = 1.0;
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static const float MOMENT_DEFAULT = 200;
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}
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PhysicsBody::PhysicsBody()
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: _world(nullptr)
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, _cpBody(nullptr)
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, _dynamic(true)
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, _rotationEnabled(true)
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, _gravityEnabled(true)
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, _massDefault(true)
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, _momentDefault(true)
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, _mass(MASS_DEFAULT)
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, _area(0.0f)
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, _density(0.0f)
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, _moment(MOMENT_DEFAULT)
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, _velocityLimit(PHYSICS_INFINITY)
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, _angularVelocityLimit(PHYSICS_INFINITY)
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, _isDamping(false)
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, _linearDamping(0.0f)
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, _angularDamping(0.0f)
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, _tag(0)
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, _rotationOffset(0)
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, _recordedRotation(0.0f)
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, _recordedAngle(0.0)
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, _massSetByUser(false)
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, _momentSetByUser(false)
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, _recordScaleX(1.f)
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, _recordScaleY(1.f)
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{
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_name = COMPONENT_NAME;
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}
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PhysicsBody::~PhysicsBody()
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{
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for (auto& joint : _joints)
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{
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PhysicsBody* other = joint->getBodyA() == this ? joint->getBodyB() : joint->getBodyA();
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other->removeJoint(joint);
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delete joint;
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}
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if (_cpBody)
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{
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cpBodyFree(_cpBody);
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}
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}
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PhysicsBody* PhysicsBody::create()
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::create(float mass)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body)
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{
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body->_mass = mass;
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body->_massDefault = false;
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if (body->init())
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{
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body->autorelease();
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return body;
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}
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::create(float mass, float moment)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body)
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{
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body->_mass = mass;
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body->_massDefault = false;
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body->_moment = moment;
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body->_momentDefault = false;
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if (body->init())
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{
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body->autorelease();
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return body;
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}
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createCircle(float radius, const PhysicsMaterial& material, const Vec2& offset)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeCircle::create(radius, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createBox(const Size& size, const PhysicsMaterial& material, const Vec2& offset)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeBox::create(size, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createPolygon(const Vec2* points, int count, const PhysicsMaterial& material, const Vec2& offset)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapePolygon::create(points, count, material, offset));
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeSegment(const Vec2& a, const Vec2& b, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeSegment::create(a, b, material, border));
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body->setDynamic(false);
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeBox(const Size& size, const PhysicsMaterial& material, float border/* = 1*/, const Vec2& offset)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeBox::create(size, material, border, offset));
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body->setDynamic(false);
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgePolygon(const Vec2* points, int count, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgePolygon::create(points, count, material, border));
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body->setDynamic(false);
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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PhysicsBody* PhysicsBody::createEdgeChain(const Vec2* points, int count, const PhysicsMaterial& material, float border/* = 1*/)
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{
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PhysicsBody* body = new (std::nothrow) PhysicsBody();
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if (body && body->init())
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{
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body->addShape(PhysicsShapeEdgeChain::create(points, count, material, border));
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body->setDynamic(false);
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body->autorelease();
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return body;
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}
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CC_SAFE_DELETE(body);
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return nullptr;
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}
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bool PhysicsBody::init()
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{
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do
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{
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_cpBody = cpBodyNew(_mass, _moment);
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internalBodySetMass(_cpBody, _mass);
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cpBodySetUserData(_cpBody, this);
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cpBodySetVelocityUpdateFunc(_cpBody, internalBodyUpdateVelocity);
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CC_BREAK_IF(_cpBody == nullptr);
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return true;
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} while (false);
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return false;
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}
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void PhysicsBody::removeJoint(PhysicsJoint* joint)
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{
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auto it = std::find(_joints.begin(), _joints.end(), joint);
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if (it != _joints.end())
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{
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_joints.erase(it);
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}
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}
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void PhysicsBody::setDynamic(bool dynamic)
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{
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if (dynamic != _dynamic)
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{
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_dynamic = dynamic;
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if (dynamic)
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{
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cpBodySetType(_cpBody, CP_BODY_TYPE_DYNAMIC);
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internalBodySetMass(_cpBody, _mass);
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cpBodySetMoment(_cpBody, _moment);
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}
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else
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{
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cpBodySetType(_cpBody, CP_BODY_TYPE_KINEMATIC);
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}
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}
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}
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void PhysicsBody::setRotationEnable(bool enable)
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{
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if (_rotationEnabled != enable)
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{
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cpBodySetMoment(_cpBody, enable ? _moment : PHYSICS_INFINITY);
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_rotationEnabled = enable;
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}
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}
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void PhysicsBody::setGravityEnable(bool enable)
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{
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_gravityEnabled = enable;
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}
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void PhysicsBody::setRotation(float rotation)
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{
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_recordedRotation = rotation;
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_recordedAngle = - (rotation + _rotationOffset) * (M_PI / 180.0);
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cpBodySetAngle(_cpBody, _recordedAngle);
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}
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void PhysicsBody::setScale(float scaleX, float scaleY)
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{
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for (auto& shape : _shapes)
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{
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_area -= shape->getArea();
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if (!_massSetByUser)
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addMass(-shape->getMass());
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if (!_momentSetByUser)
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addMoment(-shape->getMoment());
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shape->setScale(scaleX, scaleY);
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_area += shape->getArea();
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if (!_massSetByUser)
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addMass(shape->getMass());
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if (!_momentSetByUser)
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addMoment(shape->getMoment());
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}
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}
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void PhysicsBody::setPosition(float positionX, float positionY)
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{
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cpVect tt;
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tt.x = positionX + _positionOffset.x;
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tt.y = positionY + _positionOffset.y;
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cpBodySetPosition(_cpBody, tt);
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}
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Vec2 PhysicsBody::getPosition() const
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{
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cpVect tt = cpBodyGetPosition(_cpBody);
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return Vec2(tt.x - _positionOffset.x, tt.y - _positionOffset.y);
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}
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void PhysicsBody::setPositionOffset(const Vec2& position)
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{
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if (!_positionOffset.equals(position))
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{
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Vec2 pos = getPosition();
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_positionOffset = position;
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setPosition(pos.x, pos.y);
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}
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}
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float PhysicsBody::getRotation()
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{
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if (_recordedAngle != cpBodyGetAngle(_cpBody)) {
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_recordedAngle = cpBodyGetAngle(_cpBody);
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_recordedRotation = - _recordedAngle * 180.0 / M_PI - _rotationOffset;
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}
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return _recordedRotation;
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}
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PhysicsShape* PhysicsBody::addShape(PhysicsShape* shape, bool addMassAndMoment/* = true*/)
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{
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if (shape == nullptr) return nullptr;
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// add shape to body
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if (_shapes.getIndex(shape) == -1)
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{
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shape->setBody(this);
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// calculate the area, mass, and density
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// area must update before mass, because the density changes depend on it.
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if (addMassAndMoment)
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{
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_area += shape->getArea();
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addMass(shape->getMass());
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addMoment(shape->getMoment());
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}
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if (_world && cpBodyGetSpace(_cpBody))
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{
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_world->addShape(shape);
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}
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_shapes.pushBack(shape);
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}
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return shape;
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}
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void PhysicsBody::applyForce(const Vec2& force, const Vec2& offset)
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{
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if (_dynamic && _mass != PHYSICS_INFINITY)
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{
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cpBodyApplyForceAtLocalPoint(_cpBody, PhysicsHelper::point2cpv(force), PhysicsHelper::point2cpv(offset));
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}
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}
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void PhysicsBody::resetForces()
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{
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cpBodySetForce(_cpBody, PhysicsHelper::point2cpv(Vec2(0,0)));
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}
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void PhysicsBody::applyImpulse(const Vec2& impulse, const Vec2& offset)
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{
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cpBodyApplyImpulseAtLocalPoint(_cpBody, PhysicsHelper::point2cpv(impulse), PhysicsHelper::point2cpv(offset));
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}
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void PhysicsBody::applyTorque(float torque)
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{
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cpBodySetTorque(_cpBody, torque);
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}
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void PhysicsBody::setMass(float mass)
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{
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if (mass <= 0)
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{
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return;
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}
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_mass = mass;
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_massDefault = false;
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_massSetByUser = true;
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// update density
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if (_mass == PHYSICS_INFINITY)
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{
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_density = PHYSICS_INFINITY;
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}
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else
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{
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if (_area > 0)
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{
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_density = _mass / _area;
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}else
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{
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_density = 0;
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}
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}
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// the static body's mass and moment is always infinity
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if (_dynamic)
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{
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internalBodySetMass(_cpBody, _mass);
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}
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}
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void PhysicsBody::addMass(float mass)
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{
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if (mass == PHYSICS_INFINITY)
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{
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_mass = PHYSICS_INFINITY;
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_massDefault = false;
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_density = PHYSICS_INFINITY;
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}
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else if (mass == -PHYSICS_INFINITY)
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{
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return;
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}
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else
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{
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if (_massDefault)
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{
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_mass = 0;
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_massDefault = false;
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}
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if (_mass + mass > 0)
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{
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_mass += mass;
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}else
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{
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_mass = MASS_DEFAULT;
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_massDefault = true;
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}
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if (_area > 0)
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{
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_density = _mass / _area;
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}
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else
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{
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_density = 0;
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}
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}
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// the static body's mass and moment is always infinity
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if (_dynamic)
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{
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internalBodySetMass(_cpBody, _mass);
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}
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}
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void PhysicsBody::addMoment(float moment)
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{
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if (moment == PHYSICS_INFINITY)
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{
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// if moment is PHYSICS_INFINITY, the moment of the body will become PHYSICS_INFINITY
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_moment = PHYSICS_INFINITY;
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_momentDefault = false;
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}
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else if (moment == -PHYSICS_INFINITY)
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{
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return;
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}
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else
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{
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// if moment of the body is PHYSICS_INFINITY is has no effect
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if (_moment != PHYSICS_INFINITY)
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{
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if (_momentDefault)
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{
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_moment = 0;
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_momentDefault = false;
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}
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if (_moment + moment > 0)
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{
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_moment += moment;
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}
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else
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{
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_moment = MOMENT_DEFAULT;
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_momentDefault = true;
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}
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}
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}
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// the static body's mass and moment is always infinity
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if (_rotationEnabled && _dynamic)
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{
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cpBodySetMoment(_cpBody, _moment);
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}
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}
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void PhysicsBody::setVelocity(const Vec2& velocity)
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{
|
|
if (cpBodyGetType(_cpBody) == CP_BODY_TYPE_STATIC)
|
|
{
|
|
CCLOG("physics warning: you can't set velocity for a static body.");
|
|
return;
|
|
}
|
|
|
|
cpBodySetVelocity(_cpBody, PhysicsHelper::point2cpv(velocity));
|
|
}
|
|
|
|
Vec2 PhysicsBody::getVelocity()
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyGetVelocity(_cpBody));
|
|
}
|
|
|
|
Vec2 PhysicsBody::getVelocityAtLocalPoint(const Vec2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyGetVelocityAtLocalPoint(_cpBody, PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
Vec2 PhysicsBody::getVelocityAtWorldPoint(const Vec2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyGetVelocityAtWorldPoint(_cpBody, PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
void PhysicsBody::setAngularVelocity(float velocity)
|
|
{
|
|
if (cpBodyGetType(_cpBody) == CP_BODY_TYPE_STATIC)
|
|
{
|
|
CCLOG("physics warning: you can't set angular velocity for a static body.");
|
|
return;
|
|
}
|
|
|
|
cpBodySetAngularVelocity(_cpBody, velocity);
|
|
}
|
|
|
|
float PhysicsBody::getAngularVelocity()
|
|
{
|
|
return PhysicsHelper::cpfloat2float(cpBodyGetAngularVelocity(_cpBody));
|
|
}
|
|
|
|
void PhysicsBody::setVelocityLimit(float limit)
|
|
{
|
|
_velocityLimit = limit;
|
|
}
|
|
|
|
float PhysicsBody::getVelocityLimit()
|
|
{
|
|
return _velocityLimit;
|
|
}
|
|
|
|
void PhysicsBody::setAngularVelocityLimit(float limit)
|
|
{
|
|
_angularVelocityLimit = limit;
|
|
}
|
|
|
|
float PhysicsBody::getAngularVelocityLimit()
|
|
{
|
|
return _angularVelocityLimit;
|
|
}
|
|
|
|
void PhysicsBody::setMoment(float moment)
|
|
{
|
|
_moment = moment;
|
|
_momentDefault = false;
|
|
_momentSetByUser = true;
|
|
|
|
// the static body's mass and moment is always infinity
|
|
if (_rotationEnabled && _dynamic)
|
|
{
|
|
cpBodySetMoment(_cpBody, _moment);
|
|
}
|
|
}
|
|
|
|
PhysicsShape* PhysicsBody::getShape(int tag) const
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
if (shape->getTag() == tag)
|
|
{
|
|
return shape;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void PhysicsBody::removeShape(int tag, bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
if (shape->getTag() == tag)
|
|
{
|
|
removeShape(shape, reduceMassAndMoment);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::removeShape(PhysicsShape* shape, bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
if (_shapes.getIndex(shape) != -1)
|
|
{
|
|
// deduce the area, mass and moment
|
|
// area must update before mass, because the density changes depend on it.
|
|
if (reduceMassAndMoment)
|
|
{
|
|
_area -= shape->getArea();
|
|
addMass(-shape->getMass());
|
|
addMoment(-shape->getMoment());
|
|
}
|
|
|
|
//remove
|
|
if (_world)
|
|
{
|
|
_world->removeShape(shape);
|
|
}
|
|
|
|
// set shape->_body = nullptr make the shape->setBody will not trigger the _body->removeShape function call.
|
|
shape->_body = nullptr;
|
|
shape->setBody(nullptr);
|
|
_shapes.eraseObject(shape);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::removeAllShapes(bool reduceMassAndMoment/* = true*/)
|
|
{
|
|
for (auto& child : _shapes)
|
|
{
|
|
PhysicsShape* shape = dynamic_cast<PhysicsShape*>(child);
|
|
|
|
// deduce the area, mass and moment
|
|
// area must update before mass, because the density changes depend on it.
|
|
if (reduceMassAndMoment)
|
|
{
|
|
_area -= shape->getArea();
|
|
addMass(-shape->getMass());
|
|
addMoment(-shape->getMoment());
|
|
}
|
|
|
|
if (_world)
|
|
{
|
|
_world->removeShape(shape);
|
|
}
|
|
|
|
// set shape->_body = nullptr make the shape->setBody will not trigger the _body->removeShape function call.
|
|
shape->_body = nullptr;
|
|
shape->setBody(nullptr);
|
|
}
|
|
|
|
_shapes.clear();
|
|
}
|
|
|
|
void PhysicsBody::removeFromWorld()
|
|
{
|
|
removeFromPhysicsWorld();
|
|
}
|
|
|
|
void PhysicsBody::setEnabled(bool enable)
|
|
{
|
|
if (_enabled != enable)
|
|
{
|
|
_enabled = enable;
|
|
|
|
if (_world)
|
|
{
|
|
if (enable)
|
|
{
|
|
_world->addBodyOrDelay(this);
|
|
}else
|
|
{
|
|
_world->removeBodyOrDelay(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool PhysicsBody::isResting() const
|
|
{
|
|
return cpBodyIsSleeping(_cpBody) != cpFalse;
|
|
}
|
|
|
|
void PhysicsBody::setResting(bool rest) const
|
|
{
|
|
if (rest && !isResting())
|
|
{
|
|
cpBodySleep(_cpBody);
|
|
}
|
|
else if(!rest && isResting())
|
|
{
|
|
cpBodyActivate(_cpBody);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::update(float delta)
|
|
{
|
|
// damping compute
|
|
if (_isDamping && _dynamic && !isResting())
|
|
{
|
|
_cpBody->v.x *= cpfclamp(1.0f - delta * _linearDamping, 0.0f, 1.0f);
|
|
_cpBody->v.y *= cpfclamp(1.0f - delta * _linearDamping, 0.0f, 1.0f);
|
|
_cpBody->w *= cpfclamp(1.0f - delta * _angularDamping, 0.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setCategoryBitmask(int bitmask)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setCategoryBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
int PhysicsBody::getCategoryBitmask() const
|
|
{
|
|
if (!_shapes.empty())
|
|
{
|
|
return _shapes.front()->getCategoryBitmask();
|
|
}
|
|
else
|
|
{
|
|
return UINT_MAX;
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setContactTestBitmask(int bitmask)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setContactTestBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
int PhysicsBody::getContactTestBitmask() const
|
|
{
|
|
if (!_shapes.empty())
|
|
{
|
|
return _shapes.front()->getContactTestBitmask();
|
|
}
|
|
else
|
|
{
|
|
return 0x00000000;
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setCollisionBitmask(int bitmask)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setCollisionBitmask(bitmask);
|
|
}
|
|
}
|
|
|
|
int PhysicsBody::getCollisionBitmask() const
|
|
{
|
|
if (!_shapes.empty())
|
|
{
|
|
return _shapes.front()->getCollisionBitmask();
|
|
}
|
|
else
|
|
{
|
|
return UINT_MAX;
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setGroup(int group)
|
|
{
|
|
for (auto& shape : _shapes)
|
|
{
|
|
shape->setGroup(group);
|
|
}
|
|
}
|
|
|
|
int PhysicsBody::getGroup() const
|
|
{
|
|
if (!_shapes.empty())
|
|
{
|
|
return _shapes.front()->getGroup();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::setRotationOffset(float rotation)
|
|
{
|
|
if (std::abs(_rotationOffset - rotation) > 0.5f)
|
|
{
|
|
float rot = getRotation();
|
|
_rotationOffset = rotation;
|
|
setRotation(rot);
|
|
}
|
|
}
|
|
|
|
Vec2 PhysicsBody::world2Local(const Vec2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyWorldToLocal(_cpBody, PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
Vec2 PhysicsBody::local2World(const Vec2& point)
|
|
{
|
|
return PhysicsHelper::cpv2point(cpBodyLocalToWorld(_cpBody, PhysicsHelper::point2cpv(point)));
|
|
}
|
|
|
|
void PhysicsBody::beforeSimulation(const Mat4& parentToWorldTransform, const Mat4& nodeToWorldTransform, float scaleX, float scaleY, float rotation)
|
|
{
|
|
if (_recordScaleX != scaleX || _recordScaleY != scaleY)
|
|
{
|
|
_recordScaleX = scaleX;
|
|
_recordScaleY = scaleY;
|
|
setScale(scaleX, scaleY);
|
|
}
|
|
|
|
// set rotation
|
|
if (_recordedRotation != rotation)
|
|
{
|
|
setRotation(rotation);
|
|
}
|
|
|
|
// set position
|
|
auto worldPosition = _ownerCenterOffset;
|
|
nodeToWorldTransform.transformVector(worldPosition.x, worldPosition.y, worldPosition.z, 1.f, &worldPosition);
|
|
setPosition(worldPosition.x, worldPosition.y);
|
|
|
|
_recordPosX = worldPosition.x;
|
|
_recordPosY = worldPosition.y;
|
|
|
|
if (_owner->getAnchorPoint() != Vec2::ANCHOR_MIDDLE)
|
|
{
|
|
parentToWorldTransform.getInversed().transformVector(worldPosition.x, worldPosition.y, worldPosition.z, 1.f, &worldPosition);
|
|
_offset.x = worldPosition.x - _owner->getPositionX();
|
|
_offset.y = worldPosition.y - _owner->getPositionY();
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::afterSimulation(const Mat4& parentToWorldTransform, float parentRotation)
|
|
{
|
|
// set Node position
|
|
auto tmp = getPosition();
|
|
Vec3 positionInParent(tmp.x, tmp.y, 0.f);
|
|
if (_recordPosX != positionInParent.x || _recordPosY != positionInParent.y)
|
|
{
|
|
parentToWorldTransform.getInversed().transformVector(positionInParent.x, positionInParent.y, positionInParent.z, 1.f, &positionInParent);
|
|
_owner->setPosition(positionInParent.x - _offset.x, positionInParent.y - _offset.y);
|
|
}
|
|
|
|
// set Node rotation
|
|
_owner->setRotation(getRotation() - parentRotation);
|
|
}
|
|
|
|
void PhysicsBody::onEnter()
|
|
{
|
|
addToPhysicsWorld();
|
|
}
|
|
|
|
void PhysicsBody::onExit()
|
|
{
|
|
removeFromPhysicsWorld();
|
|
}
|
|
|
|
void PhysicsBody::onAdd()
|
|
{
|
|
_owner->_physicsBody = this;
|
|
auto contentSize = _owner->getContentSize();
|
|
_ownerCenterOffset.x = 0.5f * contentSize.width;
|
|
_ownerCenterOffset.y = 0.5f * contentSize.height;
|
|
|
|
setRotationOffset(_owner->getRotation());
|
|
|
|
// component may be added after onEnter() has been invoked, so we should add
|
|
// this line to make sure physics body is added to physics world
|
|
addToPhysicsWorld();
|
|
}
|
|
|
|
void PhysicsBody::onRemove()
|
|
{
|
|
CCASSERT(_owner != nullptr, "_owner can't be nullptr");
|
|
|
|
removeFromPhysicsWorld();
|
|
|
|
_owner->_physicsBody = nullptr;
|
|
}
|
|
|
|
void PhysicsBody::addToPhysicsWorld()
|
|
{
|
|
if (_owner)
|
|
{
|
|
auto scene = _owner->getScene();
|
|
if (scene)
|
|
scene->getPhysicsWorld()->addBody(this);
|
|
}
|
|
}
|
|
|
|
void PhysicsBody::removeFromPhysicsWorld()
|
|
{
|
|
if (_owner)
|
|
{
|
|
auto scene = _owner->getScene();
|
|
if (scene)
|
|
scene->getPhysicsWorld()->removeBody(this);
|
|
}
|
|
}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // CC_USE_PHYSICS
|