Magic_Game/src/kiwano-physics/Fixture.h

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// Copyright (c) 2018-2019 Kiwano - Nomango
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//
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// 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:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// 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.
#pragma once
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#include <kiwano-physics/helper.h>
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namespace kiwano
{
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namespace physics
{
class Body;
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KGE_DECLARE_SMART_PTR(Fixture);
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/**
* \addtogroup Physics
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD>
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class Fixture : public virtual ObjectBase
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{
public:
/// \~chinese
/// @brief <20>о߲<D0BE><DFB2><EFBFBD>
struct Param
{
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float density = 0.0f; ///< <20>ܶ<EFBFBD>
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float friction = 0.2f; ///< Ħ<><C4A6><EFBFBD><EFBFBD>
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float restitution = 0.0f; ///< <20><><EFBFBD>Իָ<D4BB>
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bool is_sensor = false; ///< <20>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Param() {}
Param(float density, float friction = 0.2f, float restitution = 0.f, bool is_sensor = false)
: density(density)
, friction(friction)
, restitution(restitution)
, is_sensor(is_sensor)
{
}
};
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>μо<CEBC>
/// @param body <20><><EFBFBD>Ӽоߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param param <20>о߲<D0BE><DFB2><EFBFBD>
/// @param radius Բ<>ΰ뾶
/// @param offset ƫ<><C6AB><EFBFBD><EFBFBD>
static FixturePtr CreateCircle(Body* body, Param const& param, float radius, Point const& offset = Point());
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>μо<CEBC>
/// @param body <20><><EFBFBD>Ӽоߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param param <20>о߲<D0BE><DFB2><EFBFBD>
/// @param size <20><><EFBFBD>δ<EFBFBD>С
/// @param offset ƫ<><C6AB><EFBFBD><EFBFBD>
/// @param rotation <20><>ת<EFBFBD>Ƕ<EFBFBD>
static FixturePtr CreateRect(Body* body, Param const& param, Size const& size, Point const& offset = Point(),
float rotation = 0.f);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>μо<CEBC>
/// @param body <20><><EFBFBD>Ӽоߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param param <20>о߲<D0BE><DFB2><EFBFBD>
/// @param vertexs <20><><EFBFBD><EFBFBD><EFBFBD>ζ<EFBFBD><CEB6><EFBFBD>
static FixturePtr CreatePolygon(Body* body, Param const& param, Vector<Point> const& vertexs);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߼о<DFBC>
/// @param body <20><><EFBFBD>Ӽоߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param param <20>о߲<D0BE><DFB2><EFBFBD>
/// @param p1 <20>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param p2 <20>ߵ<EFBFBD><DFB5>յ<EFBFBD>
static FixturePtr CreateEdge(Body* body, Param const& param, Point const& p1, Point const& p2);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD>
/// @param body <20><><EFBFBD>Ӽоߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD>
/// @param param <20>о߲<D0BE><DFB2><EFBFBD>
/// @param vertexs <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param loop <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD>
static FixturePtr CreateChain(Body* body, Param const& param, Vector<Point> const& vertexs, bool loop = false);
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Fixture();
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virtual ~Fixture();
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
bool IsValid() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>о<EFBFBD><D0BE><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
Body* GetBody() const;
/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsSensor() const;
/// \~chinese
/// @brief <20><><EFBFBD>üо<C3BC><D0BE>Ƿ<EFBFBD><C7B7>ǽӴ<C7BD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @details <20>Ӵ<EFBFBD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӵ<EFBFBD><D3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˶<EFBFBD>
void SetSensor(bool sensor);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>оߵ<D0BE><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void GetMassData(float* mass, Point* center, float* inertia) const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ܶ<EFBFBD>
float GetDensity() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>
void SetDensity(float density);
/// \~chinese
/// @brief <20><>ȡĦ<C8A1><C4A6><EFBFBD><EFBFBD> [N]
float GetFriction() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Ħ<EFBFBD><C4A6><EFBFBD><EFBFBD> [N]
void SetFriction(float friction);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>Իָ<D4BB>
float GetRestitution() const;
/// \~chinese
/// @brief <20><><EFBFBD>õ<EFBFBD><C3B5>Իָ<D4BB>
void SetRestitution(float restitution);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool TestPoint(const Point& p) const;
b2Fixture* GetB2Fixture() const;
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void SetB2Fixture(b2Fixture* fixture);
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bool operator==(const Fixture& rhs) const;
bool operator!=(const Fixture& rhs) const;
private:
b2Fixture* fixture_;
};
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>о<EFBFBD><D0BE>б<EFBFBD>
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class FixtureList
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{
template <typename _Ty>
class IteratorImpl : public std::iterator<std::forward_iterator_tag, _Ty>
{
using herit = std::iterator<std::forward_iterator_tag, _Ty>;
public:
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using reference = typename herit::reference;
using pointer = typename herit::pointer;
IteratorImpl(pointer elem)
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: elem_(elem)
{
}
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inline reference operator*() const
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{
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return const_cast<typename herit::reference>(*elem_);
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}
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inline pointer operator->() const
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{
return std::pointer_traits<typename herit::pointer>::pointer_to(**this);
}
inline IteratorImpl& operator++()
{
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b2Fixture* next = elem_->GetB2Fixture()->GetNext();
elem_ = static_cast<Fixture*>(next->GetUserData());
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return *this;
}
inline IteratorImpl operator++(int)
{
IteratorImpl old = *this;
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operator++();
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return old;
}
inline bool operator==(const IteratorImpl& rhs) const
{
return elem_ == rhs.elem_;
}
inline bool operator!=(const IteratorImpl& rhs) const
{
return !operator==(rhs);
}
private:
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pointer elem_;
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};
public:
using value_type = Fixture;
using iterator = IteratorImpl<value_type>;
using const_iterator = IteratorImpl<const value_type>;
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inline FixtureList()
: first_(nullptr)
{
}
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inline FixtureList(value_type* first)
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: first_(first)
{
}
inline const value_type& front() const
{
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return *first_;
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}
inline value_type& front()
{
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return *first_;
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}
inline iterator begin()
{
return iterator(first_);
}
inline const_iterator begin() const
{
return cbegin();
}
inline const_iterator cbegin() const
{
return const_iterator(first_);
}
inline iterator end()
{
return iterator(nullptr);
}
inline const_iterator end() const
{
return cend();
}
inline const_iterator cend() const
{
return const_iterator(nullptr);
}
private:
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value_type* first_;
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};
/** @} */
inline bool Fixture::IsSensor() const
{
KGE_ASSERT(fixture_);
return fixture_->IsSensor();
}
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inline void Fixture::SetSensor(bool sensor)
{
KGE_ASSERT(fixture_);
fixture_->SetSensor(sensor);
}
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inline float Fixture::GetDensity() const
{
KGE_ASSERT(fixture_);
return fixture_->GetDensity();
}
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inline void Fixture::SetDensity(float density)
{
KGE_ASSERT(fixture_);
fixture_->SetDensity(density);
}
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inline float Fixture::GetFriction() const
{
KGE_ASSERT(fixture_);
return fixture_->GetFriction();
}
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inline void Fixture::SetFriction(float friction)
{
KGE_ASSERT(fixture_);
fixture_->SetFriction(friction);
}
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inline float Fixture::GetRestitution() const
{
KGE_ASSERT(fixture_);
return fixture_->GetRestitution();
}
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inline void Fixture::SetRestitution(float restitution)
{
KGE_ASSERT(fixture_);
fixture_->SetRestitution(restitution);
}
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inline bool Fixture::IsValid() const
{
return fixture_ != nullptr;
}
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inline b2Fixture* Fixture::GetB2Fixture() const
{
return fixture_;
}
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inline void Fixture::SetB2Fixture(b2Fixture* fixture)
{
fixture_ = fixture;
}
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inline bool Fixture::operator==(const Fixture& rhs) const
{
return fixture_ == rhs.fixture_;
}
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inline bool Fixture::operator!=(const Fixture& rhs) const
{
return fixture_ != rhs.fixture_;
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}
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} // namespace physics
} // namespace kiwano