Magic_Game/src/kiwano-physics/Fixture.cpp

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// Copyright (c) 2018-2019 Kiwano - Nomango
//
// 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.
#include <kiwano-physics/Fixture.h>
#include <kiwano-physics/Body.h>
#include <kiwano-physics/World.h>
namespace kiwano
{
namespace physics
{
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Fixture::Fixture()
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: fixture_(nullptr)
{
}
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Fixture::Fixture(b2Fixture* fixture)
: Fixture()
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{
SetB2Fixture(fixture);
}
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Fixture::Fixture(Body* body, Shape* shape, const Param& param)
: Fixture()
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{
KGE_ASSERT(body);
if (shape)
{
shape->FitWorld(body->GetWorld());
b2Body* b2body = body->GetB2Body();
b2FixtureDef fd;
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fd.density = param.density;
fd.friction = param.friction;
fd.restitution = param.restitution;
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fd.shape = shape->GetB2Shape();
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auto fixture = b2body->CreateFixture(&fd);
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SetB2Fixture(fixture);
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}
}
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Body* Fixture::GetBody()
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{
KGE_ASSERT(fixture_);
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return static_cast<Body*>(fixture_->GetBody()->GetUserData());
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}
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const Body* Fixture::GetBody() const
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{
KGE_ASSERT(fixture_);
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return static_cast<const Body*>(fixture_->GetBody()->GetUserData());
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}
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Shape Fixture::GetShape() const
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{
KGE_ASSERT(fixture_);
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return Shape(fixture_->GetShape());
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}
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Fixture Fixture::GetNext() const
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{
KGE_ASSERT(fixture_);
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return Fixture(fixture_->GetNext());
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}
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void Fixture::GetMassData(float* mass, Point* center, float* inertia) const
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{
KGE_ASSERT(fixture_);
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const Body* body = GetBody();
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KGE_ASSERT(body);
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const World* world = body->GetWorld();
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KGE_ASSERT(world);
b2MassData data;
fixture_->GetMassData(&data);
if (mass) *mass = data.mass;
if (center) *center = world->World2Stage(data.center);
if (inertia) *inertia = data.I;
}
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bool Fixture::TestPoint(const Point& p) const
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{
KGE_ASSERT(fixture_);
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const Body* body = GetBody();
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KGE_ASSERT(body);
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const World* world = body->GetWorld();
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KGE_ASSERT(world);
return fixture_->TestPoint(world->Stage2World(p));
}
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}
}