Magic_Game/src/kiwano-physics/Fixture.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>
namespace kiwano
{
namespace physics
{
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class PhysicBody;
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// <20>о<EFBFBD>
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class PhysicFixture
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{
public:
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PhysicFixture();
PhysicFixture(b2Fixture* fixture);
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static PhysicFixture Create(PhysicBody* body, PhysicShape* shape, float density = 0.f, float friction = 0.2f, float restitution = 0.f);
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// <20><><EFBFBD><EFBFBD>
PhysicBody* GetBody();
const PhysicBody* GetBody() const;
// <20><>״
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PhysicShape GetShape() const;
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// <20><>һ<EFBFBD>о<EFBFBD>һ<CDAC><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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PhysicFixture GetNext() const;
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bool IsValid() const { return !!fixture_; }
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b2Fixture* GetB2Fixture() { return fixture_; }
const b2Fixture* GetB2Fixture() const { return fixture_; }
void SetB2Fixture(b2Fixture* fixture) { fixture_ = fixture; }
protected:
b2Fixture* fixture_;
};
}
}