Magic_Game/src/kiwano-physics/Fixture.cpp

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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.
#include <kiwano-physics/Body.h>
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#include <kiwano-physics/Fixture.h>
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#include <kiwano-physics/World.h>
namespace kiwano
{
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namespace physics
{
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namespace
{
FixturePtr CreateFixture(Body* body, b2Shape* shape, const Fixture::Param& param)
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{
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KGE_ASSERT(body);
b2Body* b2body = body->GetB2Body();
KGE_ASSERT(b2body);
b2FixtureDef fd;
fd.density = param.density;
fd.friction = param.friction;
fd.restitution = param.restitution;
fd.shape = shape;
FixturePtr ptr = new (std::nothrow) Fixture;
if (ptr)
{
b2Fixture* fixture = b2body->CreateFixture(&fd);
if (fixture)
{
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fixture->SetUserData(ptr.Get());
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ptr->SetB2Fixture(fixture);
return ptr;
}
}
return nullptr;
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}
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} // namespace
FixturePtr Fixture::CreateCircle(Body* body, Param const& param, float radius, Point const& offset)
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{
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KGE_ASSERT(body);
World* world = body->GetWorld();
b2CircleShape shape;
shape.m_radius = world->Stage2World(radius);
shape.m_p = world->Stage2World(offset);
return CreateFixture(body, &shape, param);
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}
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FixturePtr Fixture::CreateRect(Body* body, Param const& param, Size const& size, Point const& offset, float rotation)
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{
KGE_ASSERT(body);
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World* world = body->GetWorld();
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b2Vec2 b2size = world->Stage2World(size);
b2Vec2 b2offset = world->Stage2World(offset);
b2PolygonShape shape;
shape.SetAsBox(b2size.x / 2, b2size.y / 2, b2offset, rotation);
return CreateFixture(body, &shape, param);
}
FixturePtr Fixture::CreatePolygon(Body* body, Param const& param, Vector<Point> const& vertexs)
{
KGE_ASSERT(body);
World* world = body->GetWorld();
Vector<b2Vec2> b2vertexs;
b2vertexs.reserve(vertexs.size());
for (const auto& v : vertexs)
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{
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b2vertexs.push_back(world->Stage2World(v));
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}
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b2PolygonShape shape;
shape.Set(&b2vertexs[0], static_cast<int32>(b2vertexs.size()));
return CreateFixture(body, &shape, param);
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}
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FixturePtr Fixture::CreateEdge(Body* body, Param const& param, Point const& p1, Point const& p2)
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{
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KGE_ASSERT(body);
World* world = body->GetWorld();
b2Vec2 start = world->Stage2World(p1);
b2Vec2 end = world->Stage2World(p2);
b2EdgeShape shape;
shape.Set(start, end);
return CreateFixture(body, &shape, param);
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}
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FixturePtr Fixture::CreateChain(Body* body, Param const& param, Vector<Point> const& vertexs, bool loop)
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{
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KGE_ASSERT(body);
World* world = body->GetWorld();
Vector<b2Vec2> b2vertexs;
b2vertexs.reserve(vertexs.size());
for (const auto& v : vertexs)
{
b2vertexs.push_back(world->Stage2World(v));
}
b2ChainShape shape;
if (loop)
{
shape.CreateLoop(&b2vertexs[0], static_cast<int32>(b2vertexs.size()));
}
else
{
shape.CreateChain(&b2vertexs[0], static_cast<int32>(b2vertexs.size()));
}
return CreateFixture(body, &shape, param);
}
Fixture::Fixture()
: fixture_(nullptr)
{
}
Fixture::~Fixture()
{
if (fixture_)
{
b2Body* body = fixture_->GetBody();
if (body)
{
body->DestroyFixture(fixture_);
}
}
}
Body* Fixture::GetBody() const
{
fixture_->GetShape();
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KGE_ASSERT(fixture_);
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return static_cast<Body*>(fixture_->GetBody()->GetUserData());
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}
void Fixture::GetMassData(float* mass, Point* center, float* inertia) const
{
KGE_ASSERT(fixture_);
const Body* body = GetBody();
KGE_ASSERT(body);
const World* world = body->GetWorld();
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;
}
bool Fixture::TestPoint(const Point& p) const
{
KGE_ASSERT(fixture_);
const Body* body = GetBody();
KGE_ASSERT(body);
const World* world = body->GetWorld();
KGE_ASSERT(world);
return fixture_->TestPoint(world->Stage2World(p));
}
} // namespace physics
} // namespace kiwano