Magic_Game/src/kiwano-physics/Body.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/Body.h>
#include <kiwano-physics/World.h>
namespace kiwano
{
namespace physics
{
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PhysicBody::PhysicBody()
: body_(nullptr)
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, actor_(nullptr)
, world_(nullptr)
{
}
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PhysicBody::PhysicBody(b2Body* body, Actor* actor)
: PhysicBody()
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{
SetB2Body(body);
SetActor(actor);
}
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PhysicBody::PhysicBody(PhysicWorld* world, Actor* actor)
: PhysicBody()
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{
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Init(world, actor);
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}
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PhysicBody::~PhysicBody()
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{
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Destroy();
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}
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void PhysicBody::Init(PhysicWorld* world, Actor* actor)
{
KGE_ASSERT(world);
Destroy();
world_ = world;
b2BodyDef def;
b2Body* b2body = world->GetB2World()->CreateBody(&def);
SetB2Body(b2body);
SetActor(actor);
UpdateFromActor();
}
PhysicFixture PhysicBody::AddShape(PhysicShape* shape, float density, float friction, float restitution)
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{
KGE_ASSERT(body_ && world_);
if (shape)
{
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return PhysicFixture::Create(this, shape, density, friction, restitution);
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}
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return PhysicFixture();
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}
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PhysicFixture PhysicBody::AddCircleShape(float radius, float density)
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{
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return AddShape(&PhysicCircleShape(radius), density);
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}
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PhysicFixture PhysicBody::AddBoxShape(Vec2 const& size, float density)
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{
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return AddShape(&PhysicBoxShape(size), density);
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}
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PhysicFixture PhysicBody::AddPolygonShape(Vector<Point> const& vertexs, float density)
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{
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return AddShape(&PhysicPolygonShape(vertexs), density);
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}
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PhysicFixture PhysicBody::AddEdgeShape(Point const& p1, Point const& p2, float density)
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{
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return AddShape(&PhysicEdgeShape(p1, p2), density);
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}
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PhysicFixture PhysicBody::AddChainShape(Vector<Point> const& vertexs, bool loop, float density)
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{
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return AddShape(&PhysicChainShape(vertexs, loop), density);
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}
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void PhysicBody::RemoveFixture(PhysicFixture const& fixture)
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{
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if (fixture.GetB2Fixture())
{
b2Fixture* ptr = const_cast<b2Fixture*>(fixture.GetB2Fixture());
body_->DestroyFixture(ptr);
}
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}
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void PhysicBody::GetMassData(float* mass, Point* center, float* inertia)
{
KGE_ASSERT(body_ && world_);
b2MassData data;
body_->GetMassData(&data);
if (mass) *mass = data.mass;
if (center) *center = world_->World2Stage(data.center);
if (inertia) *inertia = data.I;
}
void PhysicBody::SetMassData(float mass, Point const& center, float inertia)
{
KGE_ASSERT(body_ && world_);
b2MassData data;
data.mass = mass;
data.center = world_->Stage2World(center);
data.I = inertia;
body_->SetMassData(&data);
}
void PhysicBody::ResetMassData()
{
KGE_ASSERT(body_);
body_->ResetMassData();
}
Point PhysicBody::GetBodyPosition() const
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{
KGE_ASSERT(body_ && world_);
return world_->World2Stage(body_->GetPosition());
}
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void PhysicBody::SetBodyTransform(Point const& pos, float angle)
{
KGE_ASSERT(body_ && world_);
body_->SetTransform(world_->Stage2World(pos), math::Degree2Radian(angle));
}
Point PhysicBody::GetLocalPoint(Point const& world) const
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{
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KGE_ASSERT(body_ && world_);
return world_->World2Stage(body_->GetLocalPoint(world_->Stage2World(world)));
}
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Point PhysicBody::GetWorldPoint(Point const& local) const
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{
KGE_ASSERT(body_ && world_);
return world_->World2Stage(body_->GetWorldPoint(world_->Stage2World(local)));
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}
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Point PhysicBody::GetLocalCenter() const
{
KGE_ASSERT(body_ && world_);
return world_->World2Stage(body_->GetLocalCenter());
}
Point PhysicBody::GetWorldCenter() const
{
KGE_ASSERT(body_ && world_);
return world_->World2Stage(body_->GetWorldCenter());
}
void PhysicBody::ApplyForce(Vec2 const& force, Point const& point, bool wake)
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{
KGE_ASSERT(body_ && world_);
body_->ApplyForce(b2Vec2(force.x, force.y), world_->Stage2World(point), wake);
}
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void PhysicBody::ApplyForceToCenter(Vec2 const& force, bool wake)
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{
KGE_ASSERT(body_ && world_);
body_->ApplyForceToCenter(b2Vec2(force.x, force.y), wake);
}
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void PhysicBody::ApplyTorque(float torque, bool wake)
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{
KGE_ASSERT(body_ && world_);
body_->ApplyTorque(torque, wake);
}
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void PhysicBody::SetB2Body(b2Body* body)
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{
body_ = body;
if (body_)
{
body_->SetUserData(this);
}
}
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void PhysicBody::Destroy()
{
if (world_)
{
world_->RemoveBody(this);
}
body_ = nullptr;
world_ = nullptr;
actor_ = nullptr;
}
void PhysicBody::UpdateActor()
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{
if (actor_ && body_)
{
if (world_)
{
actor_->SetPosition(world_->World2Stage(body_->GetPosition()));
}
else
{
actor_->SetPosition(World2Stage(body_->GetPosition()));
}
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actor_->SetRotation(math::Radian2Degree(body_->GetAngle()));
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}
}
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void PhysicBody::UpdateFromActor()
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{
if (actor_ && body_)
{
if (world_)
{
body_->SetTransform(
world_->Stage2World(actor_->GetPosition()),
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math::Degree2Radian(actor_->GetRotation())
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);
}
else
{
body_->SetTransform(
Stage2World(actor_->GetPosition()),
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math::Degree2Radian(actor_->GetRotation())
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);
}
}
}
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}
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}