Magic_Game/src/kiwano-physics/Body.h

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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.
#pragma once
#include <kiwano-physics/helper.h>
#include <kiwano-physics/Shape.h>
namespace kiwano
{
namespace physics
{
class World;
// <20><><EFBFBD><EFBFBD>
class KGE_API Body
: public ObjectBase
{
public:
enum class Type
{
Static = 0,
Kinematic,
Dynamic,
};
struct Property
{
float density; // <20>ܶ<EFBFBD> kg/m^2
float friction; // Ħ<><C4A6>ϵ<EFBFBD><CFB5> [0,1]
float restitution; // <20><><EFBFBD><EFBFBD> [0,1]
Property()
: density(0.f)
, friction(0.2f)
, restitution(0.f)
{
}
Property(float density, float friction, float restitution)
: density(density)
, friction(friction)
, restitution(restitution)
{
}
};
Body();
Body(b2Body* body, Actor* actor);
Body(World* world, Actor* actor);
virtual ~Body();
b2Fixture* AddShape(ShapePtr shape, Property const& prop);
b2Fixture* AddCircleShape(float radius, Property const& prop = Property());
b2Fixture* AddBoxShape(Vec2 const& size, Property const& prop = Property());
b2Fixture* AddPolygonShape(Vector<Point> const& vertexs, Property const& prop = Property());
Type GetType() const;
void SetType(Type type);
Actor* GetActor() const { return actor_; }
void SetActor(Actor* actor) { actor_ = actor; }
b2Body* GetB2Body() { return body_; }
const b2Body* GetB2Body() const { return body_; }
void SetB2Body(b2Body* body);
World* GetWorld() { return world_; }
const World* GetWorld() const { return world_; }
void UpdateActor();
void UpdateFromActor();
protected:
Actor* actor_;
World* world_;
b2Body* body_;
};
KGE_DECLARE_SMART_PTR(Body);
}
}