mirror of https://github.com/axmolengine/axmol.git
202 lines
5.7 KiB
C++
202 lines
5.7 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 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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#ifndef __CCCOLLIDERDETECTOR_H__
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#define __CCCOLLIDERDETECTOR_H__
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#include "CCArmatureDefine.h"
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#include "CCDatas.h"
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#include "CocosStudioExport.h"
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#ifndef PT_RATIO
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# define PT_RATIO 32
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#endif
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#if ENABLE_PHYSICS_CHIPMUNK_DETECT
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# include "chipmunk/chipmunk.h"
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#elif ENABLE_PHYSICS_BOX2D_DETECT
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# include "box2d/box2d.h"
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#endif
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namespace cocostudio
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{
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class Bone;
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/**
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ColliderFilter
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{
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public:
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virtual ~ColliderFilter() {}
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#if ENABLE_PHYSICS_BOX2D_DETECT
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public:
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ColliderFilter(uint16 categoryBits = 0x0001, uint16 maskBits = 0xFFFF, int16 groupIndex = 0);
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void updateShape(b2Fixture* fixture);
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virtual void setCategoryBits(uint16 categoryBits) { _categoryBits = categoryBits; }
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virtual uint16 getCategoryBits() const { return _categoryBits; }
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virtual void setMaskBits(uint16 maskBits) { _maskBits = maskBits; }
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virtual uint16 getMaskBits() const { return _maskBits; }
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virtual void setGroupIndex(int16 groupIndex) { _groupIndex = groupIndex; }
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virtual int16 getGroupIndex() const { return _groupIndex; }
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protected:
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uint16 _categoryBits;
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uint16 _maskBits;
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int16 _groupIndex;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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public:
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ColliderFilter(cpCollisionType collisionType = 0, cpGroup group = 0);
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void updateShape(cpShape* shape);
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virtual void setCollisionType(cpCollisionType collisionType) { _collisionType = collisionType; }
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virtual cpCollisionType getCollisionType() const { return _collisionType; }
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virtual void setGroup(cpGroup group) { _group = group; }
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virtual cpGroup getGroup() const { return _group; }
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protected:
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cpCollisionType _collisionType;
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cpGroup _group;
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#endif
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};
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class CCS_DLL ColliderBody : public cocos2d::Ref
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{
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public:
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ColliderBody(ContourData* contourData);
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~ColliderBody();
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inline ContourData* getContourData() { return _contourData; }
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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void setColliderFilter(ColliderFilter* filter);
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ColliderFilter* getColliderFilter();
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#endif
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#if ENABLE_PHYSICS_BOX2D_DETECT
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virtual void setB2Fixture(b2Fixture* fixture) { _fixture = fixture; }
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virtual b2Fixture* getB2Fixture() const { return _fixture; }
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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virtual void setShape(cpShape* shape) { _shape = shape; }
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virtual cpShape* getShape() const { return _shape; }
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#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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virtual const std::vector<cocos2d::Vec2>& getCalculatedVertexList() const { return _calculatedVertexList; }
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#endif
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private:
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2Fixture* _fixture;
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ColliderFilter* _filter;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpShape* _shape;
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ColliderFilter* _filter;
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#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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std::vector<cocos2d::Vec2> _calculatedVertexList;
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#endif
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ContourData* _contourData;
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friend class ColliderDetector;
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};
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/*
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* @brief ContourSprite used to draw the contour of the display
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* @js NA
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* @lua NA
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*/
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class CCS_DLL ColliderDetector : public cocos2d::Ref
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{
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public:
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static ColliderDetector* create();
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static ColliderDetector* create(Bone* bone);
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public:
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/**
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* @js ctor
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*/
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ColliderDetector();
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/**
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* @js NA
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* @lua NA
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*/
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~ColliderDetector(void);
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virtual bool init();
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virtual bool init(Bone* bone);
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void addContourData(ContourData* contourData);
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void addContourDataList(cocos2d::Vector<ContourData*>& contourDataList);
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void removeContourData(ContourData* contourData);
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void removeAll();
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void updateTransform(cocos2d::Mat4& t);
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void setActive(bool active);
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bool getActive();
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const cocos2d::Vector<ColliderBody*>& getColliderBodyList();
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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virtual void setColliderFilter(ColliderFilter* filter);
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virtual ColliderFilter* getColliderFilter();
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#endif
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virtual void setBone(Bone* bone) { _bone = bone; }
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virtual Bone* getBone() const { return _bone; }
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#if ENABLE_PHYSICS_BOX2D_DETECT
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virtual void setBody(b2Body* body);
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virtual b2Body* getBody() const;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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virtual void setBody(cpBody* body);
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virtual cpBody* getBody() const;
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#endif
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protected:
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cocos2d::Vector<ColliderBody*> _colliderBodyList;
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Bone* _bone;
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2Body* _body;
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ColliderFilter* _filter;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpBody* _body;
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ColliderFilter* _filter;
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#endif
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protected:
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bool _active;
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};
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} // namespace cocostudio
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#endif /*__CCCOLLIDERDETECTOR_H__*/
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