Magic_Game/src/kiwano-physics/Contact.cpp

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// Copyright (c) 2018-2019 Kiwano - Nomango
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//
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// 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:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// 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>
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#include <kiwano-physics/Contact.h>
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#include <kiwano-physics/World.h>
namespace kiwano
{
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namespace physics
{
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Contact::Contact()
: contact_(nullptr)
{
}
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Contact::Contact(b2Contact* contact)
: Contact()
{
SetB2Contact(contact);
}
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Fixture Contact::GetFixtureA() const
{
KGE_ASSERT(contact_);
return Fixture(contact_->GetFixtureA());
}
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Fixture Contact::GetFixtureB() const
{
KGE_ASSERT(contact_);
return Fixture(contact_->GetFixtureB());
}
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Body* Contact::GetBodyA() const
{
return GetFixtureA().GetBody();
}
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Body* Contact::GetBodyB() const
{
return GetFixtureB().GetBody();
}
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void Contact::SetTangentSpeed(float speed)
{
KGE_ASSERT(contact_);
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Body* body = GetFixtureA().GetBody();
KGE_ASSERT(body);
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World* world = body->GetWorld();
KGE_ASSERT(world);
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contact_->SetTangentSpeed(world->Stage2World(speed));
}
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float Contact::GetTangentSpeed() const
{
KGE_ASSERT(contact_);
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const Body* body = GetFixtureA().GetBody();
KGE_ASSERT(body);
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const World* world = body->GetWorld();
KGE_ASSERT(world);
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return world->World2Stage(contact_->GetTangentSpeed());
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}
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} // namespace physics
} // namespace kiwano