Magic_Game/src/kiwano-physics/Body.h

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// 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>
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#include <kiwano-physics/Fixture.h>
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namespace kiwano
{
namespace physics
{
class World;
// <20><><EFBFBD><EFBFBD>
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KGE_DECLARE_SMART_PTR(Body);
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class KGE_API Body
: public ObjectBase
{
public:
enum class Type
{
Static = 0,
Kinematic,
Dynamic,
};
Body();
Body(b2Body* body, Actor* actor);
virtual ~Body();
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static BodyPtr Create(World* world, Actor* actor);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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Fixture AddShape(Shape* shape, float density = 0.f, float friction = 0.2f, float restitution = 0.f);
Fixture AddCircleShape(float radius, float density = 0.f);
Fixture AddBoxShape(Vec2 const& size, float density = 0.f);
Fixture AddPolygonShape(Vector<Point> const& vertexs, float density = 0.f);
Fixture AddEdgeShape(Point const& p1, Point const& p2, float density = 0.f);
Fixture AddChainShape(Vector<Point> const& vertexs, bool loop, float density = 0.f);
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// <20><>ȡ<EFBFBD>о<EFBFBD><D0BE>б<EFBFBD>
Fixture GetFixture() const { KGE_ASSERT(body_); Fixture(body_->GetFixtureList()); }
// <20>Ƴ<EFBFBD><C6B3>о<EFBFBD>
void RemoveFixture(Fixture const& fixture);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
float GetMass() const { KGE_ASSERT(body_); return body_->GetMass(); }
Point GetLocalPoint(Point const& world) const;
Point GetWorldPoint(Point const& local) const;
Type GetType() const { KGE_ASSERT(body_); return Type(body_->GetType()); }
void SetType(Type type) { KGE_ASSERT(body_); body_->SetType(static_cast<b2BodyType>(type)); }
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void ApplyForce(Vec2 const& force, Point const& point, bool wake = true);
void ApplyForceToCenter(Vec2 const& force, bool wake = true);
void ApplyTorque(float torque, bool wake = true);
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bool IsIgnoreRotation() const { return ignore_rotation_; }
void SetIgnoreRotation(bool ignore_rotation) { ignore_rotation_ = ignore_rotation; }
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Actor* GetActor() const { return actor_; }
void SetActor(Actor* actor) { actor_ = actor; }
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b2Body* GetB2Body() { return body_; }
const b2Body* GetB2Body() const { return body_; }
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void SetB2Body(b2Body* body);
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World* GetWorld() { return world_; }
const World* GetWorld() const { return world_; }
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void UpdateActor();
void UpdateFromActor();
protected:
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bool ignore_rotation_;
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Actor* actor_;
World* world_;
b2Body* body_;
};
}
}