161 lines
3.6 KiB
C++
161 lines
3.6 KiB
C++
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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
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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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//
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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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//
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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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#include <kiwano-physics/Body.h>
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#include <kiwano-physics/World.h>
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namespace kiwano
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{
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namespace physics
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{
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Body::Body()
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: body_(nullptr)
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, actor_(nullptr)
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, world_(nullptr)
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{
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}
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Body::Body(b2Body* body, Actor* actor)
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: Body()
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{
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SetB2Body(body);
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SetActor(actor);
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}
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Body::Body(World* world, Actor* actor)
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: Body()
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{
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world_ = world;
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if (world_)
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{
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b2BodyDef def;
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b2Body* body = world_->GetB2World()->CreateBody(&def);
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SetB2Body(body);
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}
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SetActor(actor);
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}
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Body::~Body()
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{
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if (world_)
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{
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world_->RemoveBody(this);
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}
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}
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b2Fixture* Body::AddShape(ShapePtr shape, Property const& prop)
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{
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KGE_ASSERT(body_ && world_);
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KGE_ASSERT(shape);
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if (shape)
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{
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shape->FitWorld(world_);
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b2FixtureDef fd;
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fd.density = prop.density;
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fd.friction = prop.friction;
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fd.restitution = prop.restitution;
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fd.shape = shape->GetB2Shape();
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return body_->CreateFixture(&fd);
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}
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return nullptr;
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}
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b2Fixture* Body::AddCircleShape(float radius, Property const& prop)
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{
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ShapePtr shape = new CircleShape(radius);
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return AddShape(shape, prop);
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}
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b2Fixture* Body::AddBoxShape(Vec2 const& size, Property const& prop)
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{
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ShapePtr shape = new BoxShape(size);
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return AddShape(shape, prop);
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}
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b2Fixture* Body::AddPolygonShape(Vector<Point> const& vertexs, Property const& prop)
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{
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ShapePtr shape = new PolygonShape(vertexs);
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return AddShape(shape, prop);
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}
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Body::Type Body::GetType() const
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{
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KGE_ASSERT(body_);
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return Type(body_->GetType());
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}
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void Body::SetType(Type type)
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{
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KGE_ASSERT(body_);
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body_->SetType(static_cast<b2BodyType>(type));
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}
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void Body::SetB2Body(b2Body* body)
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{
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body_ = body;
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if (body_)
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{
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body_->SetUserData(this);
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}
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}
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void Body::UpdateActor()
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{
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if (actor_ && body_)
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{
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if (world_)
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{
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actor_->SetPosition(world_->World2Stage(body_->GetPosition()));
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}
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else
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{
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actor_->SetPosition(World2Stage(body_->GetPosition()));
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}
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actor_->SetRotation(math::Radian2Angle(body_->GetAngle()));
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}
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}
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void Body::UpdateFromActor()
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{
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if (actor_ && body_)
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{
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if (world_)
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{
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body_->SetTransform(
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world_->Stage2World(actor_->GetPosition()),
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math::Angle2Radian(actor_->GetRotation())
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);
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}
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else
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{
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body_->SetTransform(
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Stage2World(actor_->GetPosition()),
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math::Angle2Radian(actor_->GetRotation())
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);
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}
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}
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}
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}
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}
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