2019-10-18 11:50:46 +08:00
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// Copyright (c) 2018-2019 Kiwano - Nomango
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//
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2019-10-18 11:50:46 +08:00
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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2019-10-18 11:50:46 +08:00
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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2019-10-18 11:50:46 +08:00
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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2020-01-07 17:44:51 +08:00
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#include <kiwano-physics/ContactEdge.h>
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#include <kiwano-physics/Fixture.h>
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#include <kiwano-physics/helper.h>
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2019-10-18 11:50:46 +08:00
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namespace kiwano
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{
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namespace physics
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{
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class World;
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2019-10-31 20:34:38 +08:00
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KGE_DECLARE_SMART_PTR(Body);
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2019-12-31 16:01:41 +08:00
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/**
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* \addtogroup Physics
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* @{
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*/
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/// \~chinese
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/// @brief 物体
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class KGE_API Body : public virtual ObjectBase
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{
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public:
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/// \~chinese
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/// @brief 物体类型
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enum class Type
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{
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Static = 0, ///< 静态物体
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Kinematic, ///< 动力学物体
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Dynamic, ///< 动态物体
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};
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/// \~chinese
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/// @brief 初始化
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/// @param[in] world 物理世界
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/// @param[in] actor 绑定的角色
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/// @param[in] type 物体类型
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static BodyPtr Create(World* world, ActorPtr actor, Type type);
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/// \~chinese
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/// @brief 初始化
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/// @param[in] world 物理世界
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/// @param[in] actor 绑定的角色
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/// @param[in] type 物体类型
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static BodyPtr Create(World* world, Actor* actor, Type type);
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Body();
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virtual ~Body();
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/// \~chinese
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/// @brief 初始化
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/// @param[in] world 物理世界
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/// @param[in] actor 绑定的角色
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bool InitBody(World* world, ActorPtr actor);
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/// \~chinese
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/// @brief 初始化
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/// @param[in] world 物理世界
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/// @param[in] actor 绑定的角色
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bool InitBody(World* world, Actor* actor);
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/// \~chinese
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/// @brief 添加夹具
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void AddFixture(FixturePtr fixture);
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/// \~chinese
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/// @brief 添加圆形夹具
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/// @param radius 圆形半径
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/// @param density 物体密度
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/// @param
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Fixture* AddCircleShape(float radius, float density, float friction = 0.2f, float restitution = 0.f,
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bool is_sensor = false);
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/// \~chinese
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/// @brief 添加矩形夹具
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/// @param size 矩形大小
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/// @param density 物体密度
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Fixture* AddRectShape(Vec2 const& size, float density, float friction = 0.2f, float restitution = 0.f,
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bool is_sensor = false);
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/// \~chinese
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/// @brief 添加多边形夹具
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/// @param vertexs 多边形端点
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/// @param density 物体密度
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Fixture* AddPolygonShape(Vector<Point> const& vertexs, float density, float friction = 0.2f,
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float restitution = 0.f, bool is_sensor = false);
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/// \~chinese
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/// @brief 添加线段形夹具
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/// @param p1 线段起点
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/// @param p2 线段终点
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/// @param density 物体密度
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Fixture* AddEdgeShape(Point const& p1, Point const& p2, float density, float friction = 0.2f,
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float restitution = 0.f, bool is_sensor = false);
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/// \~chinese
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/// @brief 添加链条形夹具
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/// @param vertexs 链条端点
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/// @param loop 是否闭合
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/// @param density 物体密度
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Fixture* AddChainShape(Vector<Point> const& vertexs, bool loop, float density, float friction = 0.2f,
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float restitution = 0.f, bool is_sensor = false);
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/// \~chinese
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/// @brief 移除夹具
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void RemoveFixture(FixturePtr fixture);
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/// \~chinese
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/// @brief 获取夹具列表
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FixtureList GetFixtureList() const;
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/// \~chinese
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/// @brief 获取接触边列表
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ContactEdgeList GetContactList() const;
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/// \~chinese
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/// @brief 获取类别码
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uint16_t GetCategoryBits() const;
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/// \~chinese
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/// @brief 设置类别码
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void SetCategoryBits(uint16_t category_bits);
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/// \~chinese
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/// @brief 获取碰撞掩码
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uint16_t GetMaskBits() const;
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/// \~chinese
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/// @brief 设置碰撞掩码
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void SetMaskBits(uint16_t mask_bits);
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/// \~chinese
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/// @brief 获取组索引
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int16_t GetGroupIndex() const;
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/// \~chinese
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/// @brief 设置组索引
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void SetGroupIndex(int16_t index);
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/// \~chinese
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/// @brief 获取旋转角度
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float GetBodyRotation() const;
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/// \~chinese
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/// @brief 设置旋转角度
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void SetBodyRotation(float angle);
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/// \~chinese
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/// @brief 获取物体位置
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Point GetBodyPosition() const;
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/// \~chinese
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/// @brief 设置物体位置
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void SetBodyPosition(Point const& pos);
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/// \~chinese
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/// @brief 位置和旋转变换
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void SetBodyTransform(Point const& pos, float angle);
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/// \~chinese
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/// @brief 获取质量 [kg]
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float GetMass() const;
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/// \~chinese
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/// @brief 获取惯性
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float GetInertia() const;
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/// \~chinese
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/// @brief 获取质量数据
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/// @param[out] mass 物体质量 [kg]
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/// @param[out] center 质心位置
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/// @param[out] inertia 惯性
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void GetMassData(float* mass, Point* center, float* inertia) const;
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/// \~chinese
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/// @brief 设置质量数据
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/// @param mass 物体质量 [kg]
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/// @param center 质心位置
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/// @param inertia 惯性
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void SetMassData(float mass, Point const& center, float inertia);
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/// \~chinese
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/// @brief 重置质量数据
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void ResetMassData();
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/// \~chinese
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/// @brief 获取世界坐标系上的点在物体上的位置
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Point GetLocalPoint(Point const& world) const;
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/// \~chinese
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/// @brief 获取物体上的点在世界坐标系的位置
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Point GetWorldPoint(Point const& local) const;
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/// \~chinese
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/// @brief 获取物体质心相对于物体的位置
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Point GetLocalCenter() const;
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/// \~chinese
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/// @brief 获取物体质心位置
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Point GetWorldCenter() const;
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/// \~chinese
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/// @brief 获取物体类型
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Type GetType() const;
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/// \~chinese
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/// @brief 设置物体类型
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void SetType(Type type);
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/// \~chinese
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/// @brief 获取物体受重力的比例
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float GetGravityScale() const;
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/// \~chinese
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/// @brief 设置物体受重力的比例
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void SetGravityScale(float scale);
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/// \~chinese
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/// @brief 施力
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/// @param force 力的大小和方向
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/// @param point 施力点
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/// @param wake 是否唤醒物体
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void ApplyForce(Vec2 const& force, Point const& point, bool wake = true);
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/// \~chinese
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/// @brief 给物体中心施力
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/// @param force 力的大小和方向
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/// @param wake 是否唤醒物体
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void ApplyForceToCenter(Vec2 const& force, bool wake = true);
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/// \~chinese
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/// @brief 施加扭矩
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/// @param torque 扭矩
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/// @param wake 是否唤醒物体
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void ApplyTorque(float torque, bool wake = false);
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/// \~chinese
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/// @brief 旋转角度是否固定
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bool IsIgnoreRotation() const;
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/// \~chinese
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/// @brief 设置是否固定旋转角度
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void SetIgnoreRotation(bool flag);
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/// \~chinese
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/// @brief 是否是子弹物体
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bool IsBullet() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 设置物体是否是子弹物体
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2020-01-21 10:09:55 +08:00
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void SetBullet(bool flag);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 是否处于唤醒状态
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2020-01-21 10:09:55 +08:00
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bool IsAwake() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 设置唤醒状态
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2020-01-21 10:09:55 +08:00
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void SetAwake(bool flag);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 是否启用休眠
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2020-01-21 10:09:55 +08:00
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bool IsSleepingAllowed() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 设置是否允许休眠
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2020-01-21 10:09:55 +08:00
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void SetSleepingAllowed(bool flag);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 是否启用
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2020-01-21 10:09:55 +08:00
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bool IsActive() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 设置启用状态
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2020-01-21 10:09:55 +08:00
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void SetActive(bool flag);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 获取物体所在物理世界
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2020-01-21 10:09:55 +08:00
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World* GetWorld() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 获取物体绑定的角色
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2020-01-21 10:09:55 +08:00
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Actor* GetActor() const;
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 设置物体绑定的角色
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2020-01-21 10:09:55 +08:00
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void SetActor(Actor* actor);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 将物体信息更新到角色
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2020-01-21 10:09:55 +08:00
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void UpdateActor();
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 将角色信息更新到物体
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2020-01-21 10:09:55 +08:00
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void UpdateFromActor();
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b2Body* GetB2Body() const;
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void SetB2Body(b2Body* body);
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private:
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 销毁物体
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2020-01-21 10:09:55 +08:00
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void UpdateFixtureFilter(b2Fixture* fixture);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
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/// @brief 销毁物体
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2020-01-21 10:09:55 +08:00
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void Destroy();
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private:
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Actor* actor_;
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World* world_;
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b2Body* body_;
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uint16_t category_bits_;
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uint16_t mask_bits_;
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int16_t group_index_;
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2020-02-06 16:54:47 +08:00
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Vector<FixturePtr> fixtures_;
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2020-01-21 10:09:55 +08:00
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};
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/** @} */
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2020-02-06 16:54:47 +08:00
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inline BodyPtr Body::Create(World* world, ActorPtr actor, Type type)
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{
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return Body::Create(world, actor.get(), type);
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}
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2020-01-21 10:09:55 +08:00
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inline bool Body::InitBody(World* world, ActorPtr actor)
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{
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return InitBody(world, actor.get());
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline FixtureList Body::GetFixtureList() const
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{
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KGE_ASSERT(body_);
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2020-02-06 16:54:47 +08:00
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if (!body_->GetFixtureList())
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return FixtureList();
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Fixture* fixture = static_cast<Fixture*>(body_->GetFixtureList()->GetUserData());
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return FixtureList(fixture);
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2020-01-21 10:09:55 +08:00
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline ContactEdgeList Body::GetContactList() const
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{
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KGE_ASSERT(body_);
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return ContactEdgeList(ContactEdge(body_->GetContactList()));
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline uint16_t Body::GetCategoryBits() const
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{
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return category_bits_;
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline uint16_t Body::GetMaskBits() const
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{
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return mask_bits_;
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline int16_t Body::GetGroupIndex() const
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{
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return group_index_;
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline float Body::GetBodyRotation() const
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{
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KGE_ASSERT(body_);
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return math::Radian2Degree(body_->GetAngle());
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}
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2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline void Body::SetBodyRotation(float angle)
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{
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SetBodyTransform(GetBodyPosition(), angle);
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline void Body::SetBodyPosition(Point const& pos)
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{
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SetBodyTransform(pos, GetBodyRotation());
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline float Body::GetMass() const
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{
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KGE_ASSERT(body_);
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return body_->GetMass();
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline float Body::GetInertia() const
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{
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KGE_ASSERT(body_);
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return body_->GetInertia();
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline Body::Type Body::GetType() const
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{
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KGE_ASSERT(body_);
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return Type(body_->GetType());
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline void Body::SetType(Type type)
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{
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KGE_ASSERT(body_);
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body_->SetType(static_cast<b2BodyType>(type));
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline float Body::GetGravityScale() const
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{
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KGE_ASSERT(body_);
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return body_->GetGravityScale();
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline void Body::SetGravityScale(float scale)
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{
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KGE_ASSERT(body_);
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body_->SetGravityScale(scale);
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline bool Body::IsIgnoreRotation() const
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{
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KGE_ASSERT(body_);
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return body_->IsFixedRotation();
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}
|
2019-12-31 16:01:41 +08:00
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2020-01-21 10:09:55 +08:00
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inline void Body::SetIgnoreRotation(bool flag)
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{
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KGE_ASSERT(body_);
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body_->SetFixedRotation(flag);
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}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline bool Body::IsBullet() const
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{
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KGE_ASSERT(body_);
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return body_->IsBullet();
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}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline void Body::SetBullet(bool flag)
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{
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|
KGE_ASSERT(body_);
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body_->SetBullet(flag);
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}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline bool Body::IsAwake() const
|
|
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{
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|
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|
|
KGE_ASSERT(body_);
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|
return body_->IsAwake();
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|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline void Body::SetAwake(bool flag)
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|
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{
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|
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|
|
KGE_ASSERT(body_);
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body_->SetAwake(flag);
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}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline bool Body::IsSleepingAllowed() const
|
|
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{
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|
KGE_ASSERT(body_);
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|
return body_->IsSleepingAllowed();
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|
|
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}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
|
|
|
inline void Body::SetSleepingAllowed(bool flag)
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{
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|
KGE_ASSERT(body_);
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|
body_->SetSleepingAllowed(flag);
|
|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
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inline bool Body::IsActive() const
|
|
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|
{
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|
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|
|
KGE_ASSERT(body_);
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|
|
|
|
return body_->IsActive();
|
|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
|
|
|
inline void Body::SetActive(bool flag)
|
|
|
|
|
{
|
|
|
|
|
KGE_ASSERT(body_);
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body_->SetActive(flag);
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|
|
}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
|
|
|
inline Actor* Body::GetActor() const
|
|
|
|
|
{
|
|
|
|
|
return actor_;
|
|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
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|
2020-01-21 10:09:55 +08:00
|
|
|
inline void Body::SetActor(Actor* actor)
|
|
|
|
|
{
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|
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|
|
actor_ = actor;
|
|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
inline b2Body* Body::GetB2Body() const
|
|
|
|
|
{
|
|
|
|
|
return body_;
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|
|
|
|
}
|
2019-12-31 16:01:41 +08:00
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
inline World* Body::GetWorld() const
|
|
|
|
|
{
|
|
|
|
|
return world_;
|
2019-10-18 11:50:46 +08:00
|
|
|
}
|
2020-01-21 10:09:55 +08:00
|
|
|
} // namespace physics
|
|
|
|
|
} // namespace kiwano
|