mirror of https://github.com/axmolengine/axmol.git
608 lines
17 KiB
C++
608 lines
17 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2013-2016 Chukong Technologies Inc.
|
|
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
|
|
|
https://adxeproject.github.io/
|
|
|
|
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_JOINT_H__
|
|
#define __CCPHYSICS_JOINT_H__
|
|
|
|
#include <functional>
|
|
|
|
#include "base/ccConfig.h"
|
|
#if CC_USE_PHYSICS
|
|
|
|
# include "base/CCRef.h"
|
|
# include "math/CCMath.h"
|
|
|
|
struct cpConstraint;
|
|
|
|
NS_CC_BEGIN
|
|
|
|
class Node;
|
|
class PhysicsBody;
|
|
class PhysicsWorld;
|
|
|
|
class WriteCache;
|
|
|
|
/**
|
|
* @addtogroup physics
|
|
* @{
|
|
* @addtogroup physics_2d
|
|
* @{
|
|
*/
|
|
|
|
/**
|
|
* @brief An PhysicsJoint object connects two physics bodies together.
|
|
*/
|
|
class CC_DLL PhysicsJoint
|
|
{
|
|
protected:
|
|
typedef std::function<void()> DelayTask;
|
|
|
|
protected:
|
|
PhysicsJoint();
|
|
virtual ~PhysicsJoint() = 0;
|
|
|
|
public:
|
|
/**Get physics body a connected to this joint.*/
|
|
PhysicsBody* getBodyA() const { return _bodyA; }
|
|
|
|
/**Get physics body b connected to this joint.*/
|
|
PhysicsBody* getBodyB() const { return _bodyB; }
|
|
|
|
/**Get the physics world.*/
|
|
PhysicsWorld* getWorld() const { return _world; }
|
|
|
|
/**
|
|
* Get this joint's tag.
|
|
*
|
|
* @return An integer number.
|
|
*/
|
|
int getTag() const { return _tag; }
|
|
|
|
/**
|
|
* Set this joint's tag.
|
|
*
|
|
* @param tag An integer number that identifies a PhysicsJoint.
|
|
*/
|
|
void setTag(int tag) { _tag = tag; }
|
|
|
|
/** Determines if the joint is enable. */
|
|
bool isEnabled() const { return _enable; }
|
|
|
|
/** Enable/Disable the joint. */
|
|
void setEnable(bool enable);
|
|
|
|
/** Determines if the collision is enable. */
|
|
bool isCollisionEnabled() const { return _collisionEnable; }
|
|
|
|
/** Enable/disable the collision between two bodies. */
|
|
void setCollisionEnable(bool enable);
|
|
|
|
/** Remove the joint from the world. */
|
|
void removeFormWorld();
|
|
|
|
/** Set the max force between two bodies. */
|
|
void setMaxForce(float force);
|
|
|
|
/** Get the max force setting. */
|
|
float getMaxForce() const { return _maxForce; }
|
|
|
|
protected:
|
|
bool init(PhysicsBody* a, PhysicsBody* b);
|
|
|
|
bool initJoint();
|
|
|
|
void delay(const DelayTask& task) { _delayTasks.push_back(task); }
|
|
|
|
void flushDelayTasks();
|
|
|
|
/** Create constraints for this type joint */
|
|
virtual bool createConstraints() { return false; }
|
|
|
|
std::vector<cpConstraint*> _cpConstraints;
|
|
std::vector<DelayTask> _delayTasks;
|
|
PhysicsBody* _bodyA;
|
|
PhysicsBody* _bodyB;
|
|
PhysicsWorld* _world;
|
|
|
|
WriteCache* _writeCache = nullptr;
|
|
|
|
bool _enable;
|
|
bool _collisionEnable;
|
|
bool _destroyMark;
|
|
int _tag;
|
|
float _maxForce;
|
|
|
|
bool _initDirty;
|
|
|
|
friend class PhysicsBody;
|
|
friend class PhysicsWorld;
|
|
friend class PhysicsDebugDraw;
|
|
};
|
|
|
|
/**
|
|
* @brief A fixed joint fuses the two bodies together at a reference point. Fixed joints are useful for creating complex
|
|
* shapes that can be broken apart later.
|
|
*/
|
|
class CC_DLL PhysicsJointFixed : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a fixed joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr It's the pivot position.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointFixed* construct(PhysicsBody* a, PhysicsBody* b, const Vec2& anchr);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointFixed() {}
|
|
virtual ~PhysicsJointFixed() {}
|
|
|
|
Vec2 _anchr;
|
|
};
|
|
|
|
/**
|
|
* @brief A limit joint imposes a maximum distance between the two bodies, as if they were connected by a rope.
|
|
*/
|
|
class CC_DLL PhysicsJointLimit : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a limit joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr1 Anchr1 is the anchor point on body a.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointLimit* construct(PhysicsBody* a, PhysicsBody* b, const Vec2& anchr1, const Vec2& anchr2);
|
|
|
|
/** Create a limit joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr1 Anchr1 is the anchor point on body a.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@param min Define the allowed min distance of the anchor points.
|
|
@param max Define the allowed max distance of the anchor points.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointLimit* construct(PhysicsBody* a,
|
|
PhysicsBody* b,
|
|
const Vec2& anchr1,
|
|
const Vec2& anchr2,
|
|
float min,
|
|
float max);
|
|
|
|
/** Get the anchor point on body a.*/
|
|
Vec2 getAnchr1() const;
|
|
|
|
/** Set the anchor point on body a.*/
|
|
void setAnchr1(const Vec2& anchr1);
|
|
|
|
/** Get the anchor point on body b.*/
|
|
Vec2 getAnchr2() const;
|
|
|
|
/** Set the anchor point on body b.*/
|
|
void setAnchr2(const Vec2& anchr2);
|
|
|
|
/** Get the allowed min distance of the anchor points.*/
|
|
float getMin() const;
|
|
/** Set the min distance of the anchor points.*/
|
|
void setMin(float min);
|
|
|
|
/** Get the allowed max distance of the anchor points.*/
|
|
float getMax() const;
|
|
/** Set the max distance of the anchor points.*/
|
|
void setMax(float max);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointLimit() {}
|
|
virtual ~PhysicsJointLimit() {}
|
|
|
|
Vec2 _anchr1;
|
|
Vec2 _anchr2;
|
|
float _min;
|
|
float _max;
|
|
};
|
|
|
|
/**
|
|
* @brief A pin joint allows the two bodies to independently rotate around the anchor point as if pinned together.
|
|
*/
|
|
class CC_DLL PhysicsJointPin : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a pin joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param pivot It's the pivot position.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointPin* construct(PhysicsBody* a, PhysicsBody* b, const Vec2& pivot);
|
|
|
|
/** Create a pin joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr1 Anchr1 is the anchor point on body a.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointPin* construct(PhysicsBody* a, PhysicsBody* b, const Vec2& anchr1, const Vec2& anchr2);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointPin() {}
|
|
virtual ~PhysicsJointPin() {}
|
|
|
|
bool _useSpecificAnchr;
|
|
Vec2 _anchr1;
|
|
Vec2 _anchr2;
|
|
};
|
|
|
|
/** Set the fixed distance with two bodies */
|
|
class CC_DLL PhysicsJointDistance : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a fixed distance joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr1 Anchr1 is the anchor point on body a.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointDistance* construct(PhysicsBody* a, PhysicsBody* b, const Vec2& anchr1, const Vec2& anchr2);
|
|
|
|
/** Get the distance of the anchor points.*/
|
|
float getDistance() const;
|
|
/** Set the distance of the anchor points.*/
|
|
void setDistance(float distance);
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointDistance() {}
|
|
virtual ~PhysicsJointDistance() {}
|
|
|
|
Vec2 _anchr1;
|
|
Vec2 _anchr2;
|
|
};
|
|
|
|
/** Connecting two physics bodies together with a spring. */
|
|
class CC_DLL PhysicsJointSpring : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a fixed distance joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param anchr1 Anchr1 is the anchor point on body a.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@param stiffness It's the spring constant.
|
|
@param damping It's how soft to make the damping of the spring.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointSpring* construct(PhysicsBody* a,
|
|
PhysicsBody* b,
|
|
const Vec2& anchr1,
|
|
const Vec2& anchr2,
|
|
float stiffness,
|
|
float damping);
|
|
|
|
/** Get the anchor point on body a.*/
|
|
Vec2 getAnchr1() const;
|
|
|
|
/** Set the anchor point on body a.*/
|
|
void setAnchr1(const Vec2& anchr1);
|
|
|
|
/** Get the anchor point on body b.*/
|
|
Vec2 getAnchr2() const;
|
|
|
|
/** Set the anchor point on body b.*/
|
|
void setAnchr2(const Vec2& anchr2);
|
|
|
|
/** Get the distance of the anchor points.*/
|
|
float getRestLength() const;
|
|
|
|
/** Set the distance of the anchor points.*/
|
|
void setRestLength(float restLength);
|
|
|
|
/** Get the spring constant.*/
|
|
float getStiffness() const;
|
|
|
|
/** Set the spring constant.*/
|
|
void setStiffness(float stiffness);
|
|
|
|
/** Get the spring soft constant.*/
|
|
float getDamping() const;
|
|
|
|
/** Set the spring soft constant.*/
|
|
void setDamping(float damping);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointSpring() {}
|
|
virtual ~PhysicsJointSpring() {}
|
|
|
|
Vec2 _anchr1;
|
|
Vec2 _anchr2;
|
|
float _stiffness;
|
|
float _damping;
|
|
};
|
|
|
|
/** Attach body a to a line, and attach body b to a dot. */
|
|
class CC_DLL PhysicsJointGroove : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a groove joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param grooveA The line begin position.
|
|
@param grooveB The line end position.
|
|
@param anchr2 Anchr2 is the anchor point on body b.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointGroove* construct(PhysicsBody* a,
|
|
PhysicsBody* b,
|
|
const Vec2& grooveA,
|
|
const Vec2& grooveB,
|
|
const Vec2& anchr2);
|
|
|
|
/** Get the line begin position*/
|
|
Vec2 getGrooveA() const;
|
|
|
|
/** Set the line begin position*/
|
|
void setGrooveA(const Vec2& grooveA);
|
|
|
|
/** Get the line end position*/
|
|
Vec2 getGrooveB() const;
|
|
|
|
/** Set the line end position*/
|
|
void setGrooveB(const Vec2& grooveB);
|
|
|
|
/** Get the anchor point on body b.*/
|
|
Vec2 getAnchr2() const;
|
|
|
|
/** Set the anchor point on body b.*/
|
|
void setAnchr2(const Vec2& anchr2);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointGroove() {}
|
|
virtual ~PhysicsJointGroove() {}
|
|
|
|
Vec2 _grooveA;
|
|
Vec2 _grooveB;
|
|
Vec2 _anchr2;
|
|
};
|
|
|
|
/** Likes a spring joint, but works with rotary. */
|
|
class CC_DLL PhysicsJointRotarySpring : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a damped rotary spring joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param stiffness It's the spring constant.
|
|
@param damping It's how soft to make the damping of the spring.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointRotarySpring* construct(PhysicsBody* a, PhysicsBody* b, float stiffness, float damping);
|
|
|
|
/** Get the relative angle in radians from the body a to b.*/
|
|
float getRestAngle() const;
|
|
|
|
/** Set the relative angle in radians from the body a to b.*/
|
|
void setRestAngle(float restAngle);
|
|
|
|
/** Get the spring constant.*/
|
|
float getStiffness() const;
|
|
|
|
/** Set the spring constant.*/
|
|
void setStiffness(float stiffness);
|
|
|
|
/** Get the spring soft constant.*/
|
|
float getDamping() const;
|
|
|
|
/** Set the spring soft constant.*/
|
|
void setDamping(float damping);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointRotarySpring() {}
|
|
virtual ~PhysicsJointRotarySpring() {}
|
|
|
|
float _stiffness;
|
|
float _damping;
|
|
};
|
|
|
|
/** Likes a limit joint, but works with rotary. */
|
|
class CC_DLL PhysicsJointRotaryLimit : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a limit rotary joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param min It's min rotation limit in radians.
|
|
@param max It's max rotation limit in radians.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointRotaryLimit* construct(PhysicsBody* a, PhysicsBody* b, float min, float max);
|
|
|
|
/** Create a limit rotary joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointRotaryLimit* construct(PhysicsBody* a, PhysicsBody* b);
|
|
|
|
/** Get the min rotation limit.*/
|
|
float getMin() const;
|
|
|
|
/** Set the min rotation limit.*/
|
|
void setMin(float min);
|
|
|
|
/** Get the max rotation limit.*/
|
|
float getMax() const;
|
|
|
|
/** Set the max rotation limit.*/
|
|
void setMax(float max);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointRotaryLimit() {}
|
|
virtual ~PhysicsJointRotaryLimit() {}
|
|
|
|
float _min;
|
|
float _max;
|
|
};
|
|
|
|
/** Works like a socket wrench. */
|
|
class CC_DLL PhysicsJointRatchet : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a ratchet joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param phase Phase is the initial offset to use when deciding where the ratchet angles are.
|
|
@param ratchet Ratchet is the distance between "clicks".
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointRatchet* construct(PhysicsBody* a, PhysicsBody* b, float phase, float ratchet);
|
|
|
|
/** Get the ratchet angle.*/
|
|
float getAngle() const;
|
|
|
|
/** Set the ratchet angle.*/
|
|
void setAngle(float angle);
|
|
|
|
/** Get the initial offset.*/
|
|
float getPhase() const;
|
|
|
|
/** Set the initial offset.*/
|
|
void setPhase(float phase);
|
|
|
|
/** Get the distance between "clicks".*/
|
|
float getRatchet() const;
|
|
|
|
/** Set the distance between "clicks".*/
|
|
void setRatchet(float ratchet);
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointRatchet() {}
|
|
virtual ~PhysicsJointRatchet() {}
|
|
|
|
float _phase;
|
|
float _ratchet;
|
|
};
|
|
|
|
/** Keeps the angular velocity ratio of a pair of bodies constant. */
|
|
class CC_DLL PhysicsJointGear : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a gear joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param phase Phase is the initial angular offset of the two bodies.
|
|
@param ratio Ratio is always measured in absolute terms.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointGear* construct(PhysicsBody* a, PhysicsBody* b, float phase, float ratio);
|
|
|
|
/** Get the angular offset of the two bodies.*/
|
|
float getPhase() const;
|
|
|
|
/** Set the angular offset of the two bodies.*/
|
|
void setPhase(float phase);
|
|
|
|
/** Get the ratio.*/
|
|
float getRatio() const;
|
|
|
|
/** Set the ratio.*/
|
|
void setRatio(float ratchet);
|
|
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointGear() {}
|
|
virtual ~PhysicsJointGear() {}
|
|
|
|
float _phase;
|
|
float _ratio;
|
|
};
|
|
|
|
/** Keeps the relative angular velocity of a pair of bodies constant. */
|
|
class CC_DLL PhysicsJointMotor : public PhysicsJoint
|
|
{
|
|
public:
|
|
/** Create a motor joint.
|
|
|
|
@param a A is the body to connect.
|
|
@param b B is the body to connect.
|
|
@param rate Rate is the desired relative angular velocity.
|
|
@return A object pointer.
|
|
*/
|
|
static PhysicsJointMotor* construct(PhysicsBody* a, PhysicsBody* b, float rate);
|
|
|
|
/** Get the relative angular velocity.*/
|
|
float getRate() const;
|
|
|
|
/** Set the relative angular velocity.*/
|
|
void setRate(float rate);
|
|
virtual bool createConstraints() override;
|
|
|
|
protected:
|
|
PhysicsJointMotor() {}
|
|
virtual ~PhysicsJointMotor() {}
|
|
|
|
float _rate;
|
|
};
|
|
|
|
/** @} */
|
|
/** @} */
|
|
|
|
NS_CC_END
|
|
|
|
#endif // CC_USE_PHYSICS
|
|
#endif // __CCPHYSICS_JOINT_H__
|