mirror of https://github.com/axmolengine/axmol.git
106 lines
3.8 KiB
C++
106 lines
3.8 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2022 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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#include "physics3d/Physics3D.h"
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#if AX_USE_3D_PHYSICS
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# if (AX_ENABLE_BULLET_INTEGRATION)
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NS_AX_BEGIN
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PhysicsMeshRenderer* PhysicsMeshRenderer::create(std::string_view modelPath,
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Physics3DRigidBodyDes* rigidDes,
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const ax::Vec3& translateInPhysics,
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const ax::Quaternion& rotInPhsyics)
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{
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auto ret = new PhysicsMeshRenderer();
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if (ret->initWithFile(modelPath))
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{
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ret->setModelTexture(modelPath, hlookup::empty_sv);
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auto obj = Physics3DRigidBody::create(rigidDes);
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ret->_physicsComponent = Physics3DComponent::create(obj, translateInPhysics, rotInPhsyics);
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ret->addComponent(ret->_physicsComponent);
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ret->_contentSize = ret->getBoundingBox().size;
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return ret;
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}
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PhysicsMeshRenderer* PhysicsMeshRenderer::createWithCollider(std::string_view modelPath,
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Physics3DColliderDes* colliderDes,
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const ax::Vec3& translateInPhysics,
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const ax::Quaternion& rotInPhsyics)
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{
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auto ret = new PhysicsMeshRenderer();
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if (ret->initWithFile(modelPath))
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{
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ret->setModelTexture(modelPath, hlookup::empty_sv);
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auto obj = Physics3DCollider::create(colliderDes);
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ret->_physicsComponent = Physics3DComponent::create(obj, translateInPhysics, rotInPhsyics);
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ret->addComponent(ret->_physicsComponent);
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ret->_contentSize = ret->getBoundingBox().size;
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return ret;
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}
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Physics3DObject* PhysicsMeshRenderer::getPhysicsObj() const
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{
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return _physicsComponent->getPhysics3DObject();
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}
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void PhysicsMeshRenderer::setSyncFlag(Physics3DComponent::PhysicsSyncFlag syncFlag)
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{
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if (_physicsComponent)
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_physicsComponent->setSyncFlag(syncFlag);
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}
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void PhysicsMeshRenderer::syncNodeToPhysics()
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{
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if (_physicsComponent)
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_physicsComponent->syncNodeToPhysics();
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}
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void PhysicsMeshRenderer::syncPhysicsToNode()
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{
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if (_physicsComponent)
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_physicsComponent->syncPhysicsToNode();
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}
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PhysicsMeshRenderer::PhysicsMeshRenderer() : _physicsComponent(nullptr) {}
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PhysicsMeshRenderer::~PhysicsMeshRenderer() {}
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NS_AX_END
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# endif // AX_ENABLE_BULLET_INTEGRATION
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#endif // AX_USE_3D_PHYSICS
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