Magic_Game/src/kiwano-physics/Fixture.cpp

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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.
#include <kiwano-physics/Fixture.h>
#include <kiwano-physics/Body.h>
#include <kiwano-physics/World.h>
namespace kiwano
{
namespace physics
{
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PhysicFixture::PhysicFixture()
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: fixture_(nullptr)
{
}
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PhysicFixture::PhysicFixture(b2Fixture* fixture)
: PhysicFixture()
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{
SetB2Fixture(fixture);
}
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PhysicFixture PhysicFixture::Create(PhysicBody* body, PhysicShape* shape, float density, float friction, float restitution)
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{
KGE_ASSERT(body);
if (shape)
{
shape->FitWorld(body->GetWorld());
b2Body* b2body = body->GetB2Body();
b2FixtureDef fd;
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fd.density = density;
fd.friction = friction;
fd.restitution = restitution;
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fd.shape = shape->GetB2Shape();
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auto fixture = b2body->CreateFixture(&fd);
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return PhysicFixture(fixture);
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}
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return PhysicFixture();
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}
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PhysicBody* PhysicFixture::GetBody()
{
KGE_ASSERT(fixture_);
return static_cast<PhysicBody*>(fixture_->GetBody()->GetUserData());
}
const PhysicBody* PhysicFixture::GetBody() const
{
KGE_ASSERT(fixture_);
return static_cast<const PhysicBody*>(fixture_->GetBody()->GetUserData());
}
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PhysicShape PhysicFixture::GetShape() const
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{
KGE_ASSERT(fixture_);
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return PhysicShape(fixture_->GetShape());
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}
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PhysicFixture PhysicFixture::GetNext() const
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{
KGE_ASSERT(fixture_);
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return PhysicFixture(fixture_->GetNext());
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}
}
}