Magic_Game/src/kiwano-physics/Body.cpp

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2019-10-18 11:50:46 +08:00
// 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/Body.h>
#include <kiwano-physics/World.h>
namespace kiwano
{
namespace physics
{
Body::Body()
: body_(nullptr)
, actor_(nullptr)
, world_(nullptr)
{
}
Body::Body(b2Body* body, Actor* actor)
: Body()
{
SetB2Body(body);
SetActor(actor);
}
Body::Body(World* world, Actor* actor)
: Body()
{
world_ = world;
if (world_)
{
b2BodyDef def;
b2Body* body = world_->GetB2World()->CreateBody(&def);
SetB2Body(body);
}
SetActor(actor);
}
Body::~Body()
{
if (world_)
{
world_->RemoveBody(this);
}
}
b2Fixture* Body::AddShape(ShapePtr shape, Property const& prop)
{
KGE_ASSERT(body_ && world_);
KGE_ASSERT(shape);
if (shape)
{
shape->FitWorld(world_);
b2FixtureDef fd;
fd.density = prop.density;
fd.friction = prop.friction;
fd.restitution = prop.restitution;
fd.shape = shape->GetB2Shape();
return body_->CreateFixture(&fd);
}
return nullptr;
}
b2Fixture* Body::AddCircleShape(float radius, Property const& prop)
{
ShapePtr shape = new CircleShape(radius);
return AddShape(shape, prop);
}
b2Fixture* Body::AddBoxShape(Vec2 const& size, Property const& prop)
{
ShapePtr shape = new BoxShape(size);
return AddShape(shape, prop);
}
b2Fixture* Body::AddPolygonShape(Vector<Point> const& vertexs, Property const& prop)
{
ShapePtr shape = new PolygonShape(vertexs);
return AddShape(shape, prop);
}
Body::Type Body::GetType() const
{
KGE_ASSERT(body_);
return Type(body_->GetType());
}
void Body::SetType(Type type)
{
KGE_ASSERT(body_);
body_->SetType(static_cast<b2BodyType>(type));
}
void Body::SetB2Body(b2Body* body)
{
body_ = body;
if (body_)
{
body_->SetUserData(this);
}
}
void Body::UpdateActor()
{
if (actor_ && body_)
{
if (world_)
{
actor_->SetPosition(world_->World2Stage(body_->GetPosition()));
}
else
{
actor_->SetPosition(World2Stage(body_->GetPosition()));
}
actor_->SetRotation(math::Radian2Angle(body_->GetAngle()));
}
}
void Body::UpdateFromActor()
{
if (actor_ && body_)
{
if (world_)
{
body_->SetTransform(
world_->Stage2World(actor_->GetPosition()),
math::Angle2Radian(actor_->GetRotation())
);
}
else
{
body_->SetTransform(
Stage2World(actor_->GetPosition()),
math::Angle2Radian(actor_->GetRotation())
);
}
}
}
}
}