axmol/cocos/physics/CCPhysicsShape.h

315 lines
9.9 KiB
C++

/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCPHYSICS_SHAPE_H__
#define __CCPHYSICS_SHAPE_H__
#ifdef CC_USE_PHYSICS
#include "CCObject.h"
#include "CCGeometry.h"
NS_CC_BEGIN
class PhysicsShapeInfo;
class PhysicsBody;
class PhysicsBodyInfo;
typedef struct PhysicsMaterial
{
float density;
float restitution;
float friction;
PhysicsMaterial()
: density(0.0f)
, restitution(0.0f)
, friction(0.0f)
{}
PhysicsMaterial(float aDensity, float aRestitution, float aFriction)
: density(aDensity)
, restitution(aRestitution)
, friction(aFriction)
{}
}PhysicsMaterial;
const PhysicsMaterial PHYSICSSHAPE_MATERIAL_DEFAULT(0.0f, 0.5f, 0.5f);
/**
* @brief A shape for body. You do not create PhysicsWorld objects directly, instead, you can view PhysicsBody to see how to create it.
*/
class PhysicsShape : public Object
{
public:
enum class Type
{
UNKNOWN,
CIRCLE,
BOX,
POLYGEN,
EDGESEGMENT,
EDGEBOX,
EDGEPOLYGEN,
EDGECHAIN,
};
public:
inline PhysicsBody* getBody() const { return _body; }
inline Type getType() const { return _type; }
inline float getArea() const { return _area; }
inline float getMoment() const { return _moment; }
void setMoment(float moment);
inline void setTag(int tag) { _tag = tag; }
inline int getTag() const { return _tag; }
inline float getMass() const { return _mass; }
void setMass(float mass);
inline float getDensity() const { return _material.density; }
void setDensity(float density);
void setRestitution(float restitution);
void setFriction(float friction);
void setMaterial(const PhysicsMaterial& material);
virtual float calculateDefaultMoment() { return 0; }
virtual float calculateDefaultArea() { return 0; }
virtual Point getOffset() { return Point::ZERO; }
virtual Point getCenter() { return getOffset(); }
bool containsPoint(const Point& point) const;
static Point* recenterPoints(Point* points, int count, const Point& center = Point::ZERO);
static Point getPolyonCenter(const Point* points, int count);
inline void setCategoryBitmask(int bitmask) { _categoryBitmask = bitmask; }
inline int getCategoryBitmask() const { return _categoryBitmask; }
inline void setContactTestBitmask(int bitmask) { _contactTestBitmask = bitmask; }
inline int getContactTestBitmask() const { return _contactTestBitmask; }
inline void setCollisionBitmask(int bitmask) { _collisionBitmask = bitmask; }
inline int getCollisionBitmask() const { return _collisionBitmask; }
void setGroup(int group);
inline int getGroup() { return _group; }
protected:
bool init(Type type);
/**
* @brief PhysicsShape is PhysicsBody's friend class, but all the subclasses isn't. so this method is use for subclasses to catch the bodyInfo from PhysicsBody.
*/
PhysicsBodyInfo* bodyInfo() const;
void setBody(PhysicsBody* body);
protected:
PhysicsShape();
virtual ~PhysicsShape() = 0;
protected:
PhysicsBody* _body;
PhysicsShapeInfo* _info;
Type _type;
float _area;
float _mass;
float _moment;
PhysicsMaterial _material;
int _tag;
int _categoryBitmask;
int _collisionBitmask;
int _contactTestBitmask;
int _group;
friend class PhysicsWorld;
friend class PhysicsBody;
friend class PhysicsJoint;
friend class PhysicsDebugDraw;
};
/** A circle shape */
class PhysicsShapeCircle : public PhysicsShape
{
public:
static PhysicsShapeCircle* create(float radius, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point(0, 0));
static float calculateArea(float radius);
static float calculateMoment(float mass, float radius, const Point& offset = Point::ZERO);
virtual float calculateDefaultArea() override;
virtual float calculateDefaultMoment() override;
float getRadius() const;
virtual Point getOffset() override;
protected:
bool init(float radius, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
protected:
PhysicsShapeCircle();
virtual ~PhysicsShapeCircle();
};
/** A box shape */
class PhysicsShapeBox : public PhysicsShape
{
public:
static PhysicsShapeBox* create(const Size& size, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
static float calculateArea(const Size& size);
static float calculateMoment(float mass, const Size& size, const Point& offset = Point::ZERO);
virtual float calculateDefaultArea() override;
virtual float calculateDefaultMoment() override;
void getPoints(Point* outPoints) const;
Size getSize() const;
virtual Point getOffset() override { return _offset; }
protected:
bool init(const Size& size, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
protected:
PhysicsShapeBox();
virtual ~PhysicsShapeBox();
protected:
Point _offset;
};
/** A polygon shape */
class PhysicsShapePolygon : public PhysicsShape
{
public:
static PhysicsShapePolygon* create(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
static float calculateArea(const Point* points, int count);
static float calculateMoment(float mass, const Point* points, int count, const Point& offset = Point::ZERO);
float calculateDefaultArea() override;
float calculateDefaultMoment() override;
Point getPoint(int i) const;
void getPoints(Point* outPoints) const;
long getPointsCount() const;
virtual Point getCenter() override;
protected:
bool init(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, const Point& offset = Point::ZERO);
protected:
PhysicsShapePolygon();
virtual ~PhysicsShapePolygon();
protected:
Point _center;
};
/** A segment shape */
class PhysicsShapeEdgeSegment : public PhysicsShape
{
public:
static PhysicsShapeEdgeSegment* create(const Point& a, const Point& b, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
Point getPointA() const;
Point getPointB() const;
virtual Point getCenter() override;
protected:
bool init(const Point& a, const Point& b, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
protected:
PhysicsShapeEdgeSegment();
virtual ~PhysicsShapeEdgeSegment();
protected:
Point _center;
friend class PhysicsBody;
};
/** An edge box shape */
class PhysicsShapeEdgeBox : public PhysicsShape
{
public:
static PhysicsShapeEdgeBox* create(const Size& size, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 0, const Point& offset = Point::ZERO);
virtual Point getOffset() override { return _offset; }
void getPoints(const Point* outPoints) const;
long getPointsCount() const;
protected:
bool init(const Size& size, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1, const Point& offset = Point::ZERO);
protected:
PhysicsShapeEdgeBox();
virtual ~PhysicsShapeEdgeBox();
protected:
Point _offset;
friend class PhysicsBody;
};
/** An edge polygon shape */
class PhysicsShapeEdgePolygon : public PhysicsShape
{
public:
static PhysicsShapeEdgePolygon* create(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
virtual Point getCenter() override;
void getPoints(Point* outPoints) const;
long getPointsCount() const;
protected:
bool init(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
protected:
PhysicsShapeEdgePolygon();
virtual ~PhysicsShapeEdgePolygon();
friend class PhysicsBody;
protected:
Point _center;
};
/** a chain shape */
class PhysicsShapeEdgeChain : public PhysicsShape
{
public:
static PhysicsShapeEdgeChain* create(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
virtual Point getCenter() override;
void getPoints(Point* outPoints) const;
long getPointsCount() const;
protected:
bool init(const Point* points, int count, const PhysicsMaterial& material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
protected:
PhysicsShapeEdgeChain();
virtual ~PhysicsShapeEdgeChain();
protected:
Point _center;
friend class PhysicsBody;
};
NS_CC_END
#endif // CC_USE_PHYSICS
#endif // __CCPHYSICS_FIXTURE_H__