mirror of https://github.com/axmolengine/axmol.git
264 lines
7.1 KiB
C++
264 lines
7.1 KiB
C++
/****************************************************************************
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Copyright (c) 2015 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 "base/ccConfig.h" // to include defination of CC_USE_PHYSICS
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#if CC_USE_PHYSICS
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#include "physics/CCComponentPhysics2d.h"
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#include "physics/CCPhysicsBody.h"
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#include "physics/CCPhysicsManager.h"
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#include "2d/CCNode.h"
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#include "base/CCDirector.h"
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NS_CC_BEGIN
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const std::string ComponentPhysics2d::COMPONENT_NAME = "physics2d";
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ComponentPhysics2d* ComponentPhysics2d::create()
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{
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return create(nullptr);
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}
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ComponentPhysics2d* ComponentPhysics2d::create(PhysicsBody *physicsBody)
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{
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auto ret = new (std::nothrow) ComponentPhysics2d(physicsBody);
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if (ret)
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ret->autorelease();
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return ret;
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}
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ComponentPhysics2d::ComponentPhysics2d()
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: _physicsBody(nullptr)
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, _physicsRotation(0.0f)
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, _ownerOriginRotation(0.0f)
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{
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_name = COMPONENT_NAME;
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}
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ComponentPhysics2d::ComponentPhysics2d(PhysicsBody* physicsBody)
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: _physicsRotation(0.0f)
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, _ownerOriginRotation(0.0f)
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, _physicsBody(nullptr) // should set to null to invoke setPhysicsBody()
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{
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_name = COMPONENT_NAME;
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setPhysicsBody(physicsBody);
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}
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ComponentPhysics2d::~ComponentPhysics2d()
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{
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removePhysicsBody();
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}
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// true if two Vec3 equals, false else
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bool ComponentPhysics2d::isVec3Equal(const cocos2d::Vec3 &v1, const cocos2d::Vec3 &v2) const
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{
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return fabs(v1.x - v2.x) < FLT_EPSILON &&
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fabs(v1.x - v2.y) < FLT_EPSILON;
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}
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void ComponentPhysics2d::beforeSimulation()
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{
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if (nullptr == _physicsBody)
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return;
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_nodeToWorldTransform = _owner->getNodeToWorldTransform();
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// set scale
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_nodeToWorldTransform.getScale(&_scale);
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if (! isVec3Equal(_scale, _recordScale))
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{
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_physicsBody->setScale(_scale.x, _scale.y);
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_recordScale = _scale;
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}
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// set rotation
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if (_owner->getParent())
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{
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_physicsRotation = getPhysicsRotation(_owner->getParent()) + _owner->getRotation();
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}
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_physicsBody->setRotation(_physicsRotation - _ownerOriginRotation);
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// set position
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auto worldPosition = _ownerCenterOffset;
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_nodeToWorldTransform.transformPoint(&worldPosition);
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_physicsBody->setPosition(Vec2(worldPosition.x, worldPosition.y));
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getParentToWorldTransform().getInversed().transformPoint(&worldPosition);
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_offset.x = worldPosition.x - _owner->getPosition().x;
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_offset.y = worldPosition.y - _owner->getPosition().y;
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}
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void ComponentPhysics2d::afterSimulation()
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{
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if (nullptr == _physicsBody)
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return;
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// set Node position
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auto worldPosition = _physicsBody->getPosition();
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Vec3 positionInParent(worldPosition.x, worldPosition.y, 0);
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getParentToWorldTransform().getInversed().transformPoint(&positionInParent);
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_owner->setPosition(positionInParent.x - _offset.x, positionInParent.y - _offset.y);
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// set Node rotation
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_physicsRotation = _physicsBody->getRotation();
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_owner->setRotation(_physicsRotation - getPhysicsRotation(_owner->getParent()) + _ownerOriginRotation);
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}
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void ComponentPhysics2d::setPhysicsBody(PhysicsBody *physicsBody)
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{
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removeFromPhysicsManager();
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if (physicsBody != _physicsBody)
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{
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if (nullptr != _physicsBody)
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{
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_physicsBody->release();
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_physicsBody->_componentBelongsTo = nullptr;
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}
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// two components should not share the same physics body
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if (physicsBody && physicsBody->_componentBelongsTo != nullptr)
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physicsBody->_componentBelongsTo->_physicsBody = nullptr;
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_physicsBody = physicsBody;
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if (nullptr != _physicsBody)
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{
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_physicsBody->retain();
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_physicsBody->_componentBelongsTo = this;
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}
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}
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addToPhysicsManager();
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}
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PhysicsBody* ComponentPhysics2d::getPhysicsBody() const
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{
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return _physicsBody;
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}
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void ComponentPhysics2d::setEnabled(bool value)
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{
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Component::setEnabled(value);
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if (value)
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addToPhysicsManager();
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else
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removeFromPhysicsManager();
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}
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void ComponentPhysics2d::onEnter()
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{
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addToPhysicsManager();
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}
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void ComponentPhysics2d::onExit()
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{
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removeFromPhysicsManager();
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}
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void ComponentPhysics2d::onAdd()
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{
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auto contentSize = _owner->getContentSize();
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_ownerCenterOffset.x = 0.5 * contentSize.width;
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_ownerCenterOffset.y = 0.5 * contentSize.height;
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_ownerOriginRotation = _owner->getRotation();
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// component may be added after onEnter() has been invoked, so we should add
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// this line to make sure physics body is added to physics world
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addToPhysicsManager();
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}
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void ComponentPhysics2d::onRemove()
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{
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removePhysicsBody();
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}
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void ComponentPhysics2d::removePhysicsBody()
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{
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removeFromPhysicsManager();
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if (_physicsBody)
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{
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_physicsBody->_componentBelongsTo = nullptr;
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_physicsBody->release();
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_physicsBody = nullptr;
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}
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}
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void ComponentPhysics2d::addToPhysicsManager()
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{
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if (_owner)
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{
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auto scene = _owner->getScene();
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if (scene)
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scene->getPhysicsManager()->addPhysicsComponent(this);
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}
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}
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void ComponentPhysics2d::removeFromPhysicsManager()
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{
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if (_owner)
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{
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auto scene = _owner->getScene();
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if (scene)
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scene->getPhysicsManager()->removePhysicsComponent(this);
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}
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}
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Mat4 ComponentPhysics2d::getParentToWorldTransform() const
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{
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if (_owner->getParent())
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return _owner->getParent()->getNodeToWorldTransform();
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else
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return _owner->getNodeToWorldTransform();
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}
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float ComponentPhysics2d::getPhysicsRotation(Node *node) const
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{
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if (!node)
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return 0.0f;
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auto physicsComponent = node->getComponent<ComponentPhysics2d>();
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if (physicsComponent)
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{
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return physicsComponent->_physicsRotation;
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}
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else
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{
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auto parent = node->getParent();
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if (parent)
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return getPhysicsRotation(parent) + node->getRotation();
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else
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return 0.0f;
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}
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}
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NS_CC_END
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#endif // CC_USE_PHYSICS
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