mirror of https://github.com/axmolengine/axmol.git
243 lines
7.0 KiB
C++
243 lines
7.0 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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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 "CCPhysicsSetting.h"
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#ifdef CC_USE_PHYSICS
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#ifndef __CCPHYSICS_SHAPE_H__
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#define __CCPHYSICS_SHAPE_H__
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#include "cocoa/CCObject.h"
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#include "cocoa/CCGeometry.h"
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NS_CC_BEGIN
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class PhysicsShapeInfo;
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class PhysicsBody;
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class PhysicsBodyInfo;
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typedef struct PhysicsMaterial
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{
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float density;
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float elasticity;
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float friction;
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PhysicsMaterial()
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: density(0.0f)
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, elasticity(0.0f)
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, friction(0.0f){}
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PhysicsMaterial(float density, float elasticity, float friction)
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: density(density)
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, elasticity(elasticity)
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, friction(friction){}
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}PhysicsMaterial;
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const PhysicsMaterial PHYSICSSHAPE_MATERIAL_DEFAULT = {0.0f, 1.0f, 1.0f};
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/**
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* @brief A shape for body. You do not create PhysicsWorld objects directly, instead, you can view PhysicsBody to see how to create it.
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*/
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class PhysicsShape : public Object
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{
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public:
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enum class Type
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{
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UNKNOWN,
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CIRCLE,
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BOX,
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POLYGEN,
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EDGESEGMENT,
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EDGEBOX,
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EDGEPOLYGEN,
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EDGECHAIN,
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};
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public:
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inline PhysicsBody* getBody(){ return _body; }
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inline Type getType() { return _type; }
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inline float getArea() { return _area; }
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inline float getAngularDumping() { return _angularDamping; }
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void setAngularDumping(float angularDumping);
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inline void setTag(int tag) { _tag = tag; }
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inline int getTag() { return _tag; }
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void setEnable(bool enable);
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inline bool isEnable() { return _enable; }
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void addToBody();
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inline float getMass() { return _mass; }
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void setMass(float mass);
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inline float getDensity() { return _material.density; }
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void setDensity(float density);
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void setElasticity(float elasticity);
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void setFriction(float friction);
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protected:
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bool init(Type type, PhysicsMaterial material);
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void initEnd();
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/**
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* @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.
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*/
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PhysicsBodyInfo* bodyInfo() const;
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inline void setBody(PhysicsBody* body) { _body = body; }
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protected:
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PhysicsShape();
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virtual ~PhysicsShape() = 0;
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protected:
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PhysicsBody* _body;
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PhysicsShapeInfo* _info;
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Type _type;
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float _area;
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float _mass;
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float _angularDamping;
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PhysicsMaterial _material;
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int _tag;
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bool _enable;
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friend class PhysicsWorld;
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friend class PhysicsBody;
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};
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/** A circle shape */
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class PhysicsShapeCircle : public PhysicsShape
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{
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public:
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static PhysicsShapeCircle* create(float radius, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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bool init(float radius, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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PhysicsShapeCircle();
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virtual ~PhysicsShapeCircle();
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friend class PhysicsBody;
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};
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/** A box shape */
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class PhysicsShapeBox : public PhysicsShape
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{
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public:
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static PhysicsShapeBox* create(Size size, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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bool init(Size size, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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PhysicsShapeBox();
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virtual ~PhysicsShapeBox();
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friend class PhysicsBody;
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};
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/** A polygon shape */
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class PhysicsShapePolygon : public PhysicsShape
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{
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public:
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static PhysicsShapePolygon* create(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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bool init(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, Point offset = Point(0, 0));
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protected:
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PhysicsShapePolygon();
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virtual ~PhysicsShapePolygon();
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friend class PhysicsBody;
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};
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/** A segment shape */
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class PhysicsShapeEdgeSegment : public PhysicsShape
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{
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public:
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static PhysicsShapeEdgeSegment* create(Point a, Point b, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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bool init(Point a, Point b, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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PhysicsShapeEdgeSegment();
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virtual ~PhysicsShapeEdgeSegment();
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friend class PhysicsBody;
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};
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/** An edge box shape */
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class PhysicsShapeEdgeBox : public PhysicsShape
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{
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public:
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static PhysicsShapeEdgeBox* create(Size size, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 0, Point offset = Point(0, 0));
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protected:
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bool init(Size size, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1, Point offset = Point(0, 0));
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protected:
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PhysicsShapeEdgeBox();
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virtual ~PhysicsShapeEdgeBox();
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friend class PhysicsBody;
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};
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/** An edge polygon shape */
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class PhysicsShapeEdgePolygon : public PhysicsShape
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{
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public:
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static PhysicsShapeEdgePolygon* create(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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bool init(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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PhysicsShapeEdgePolygon();
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virtual ~PhysicsShapeEdgePolygon();
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friend class PhysicsBody;
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};
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/** a chain shape */
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class PhysicsShapeEdgeChain : public PhysicsShape
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{
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public:
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static PhysicsShapeEdgeChain* create(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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bool init(Point* points, int count, PhysicsMaterial material = PHYSICSSHAPE_MATERIAL_DEFAULT, float border = 1);
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protected:
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PhysicsShapeEdgeChain();
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virtual ~PhysicsShapeEdgeChain();
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friend class PhysicsBody;
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};
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NS_CC_END
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#endif // __CCPHYSICS_FIXTURE_H__
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#endif // CC_USE_PHYSICS
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