// 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 #include namespace kiwano { namespace physics { KGE_DECLARE_SMART_PTR(World); /** * \~chinese * \defgroup Physics 物理模块 */ /** * \addtogroup Physics * @{ */ /** * \~chinese * @brief 物理世界 */ class KGE_API World : public Stage { friend class Body; friend class Joint; public: World(); virtual ~World(); /// \~chinese /// @brief 获取重力 [N] Vec2 GetGravity() const; /// \~chinese /// @brief 设置重力 [N] void SetGravity(Vec2 gravity); /// \~chinese /// @brief 获取物理接触列表 ContactList GetContactList(); /// \~chinese /// @brief 获取全局缩放比例 /// @details 缩放比例是指由物理世界的单位米转换到屏幕像素的比例,默认比例为1:100 float GetGlobalScale() const; /// \~chinese /// @brief 设置全局缩放比例 /// @details 缩放比例是指由物理世界的单位米转换到屏幕像素的比例,默认比例为1:100 void SetGlobalScale(float scale); /// \~chinese /// @brief 游戏世界单位转换为物理世界单位 /// @details 根据全局缩放比例将物理世界的单位米转换为像素单位 float World2Stage(float value) const; /// \~chinese /// @brief 游戏世界单位转换为物理世界单位 /// @details 根据全局缩放比例将物理世界的单位米转换为像素单位 Vec2 World2Stage(const b2Vec2& pos) const; /// \~chinese /// @brief 物理世界单位转换为游戏世界单位 /// @details 根据全局缩放比例将像素单位转换为物理世界的单位米 float Stage2World(float value) const; /// \~chinese /// @brief 物理世界单位转换为游戏世界单位 /// @details 根据全局缩放比例将像素单位转换为物理世界的单位米 b2Vec2 Stage2World(const Vec2& pos) const; /// \~chinese /// @brief 设置速度迭代次数, 默认为 6 void SetVelocityIterations(int vel_iter); /// \~chinese /// @brief 设置位置迭代次数, 默认为 2 void SetPositionIterations(int pos_iter); b2World* GetB2World(); const b2World* GetB2World() const; private: /// \~chinese /// @brief 移除物体 void RemoveBody(Body* body); /// \~chinese /// @brief 移除所有物体 void RemoveAllBodies(); /// \~chinese /// @brief 添加关节 void AddJoint(Joint* joint); /// \~chinese /// @brief 移除关节 void RemoveJoint(Joint* joint); /// \~chinese /// @brief 移除所有关节 void RemoveAllJoints(); /// \~chinese /// @brief 关节被移除 void JointRemoved(b2Joint* joint); protected: void Update(Duration dt) override; private: b2World world_; int vel_iter_; int pos_iter_; float global_scale_; class DestructionListener; friend DestructionListener; DestructionListener* destruction_listener_; class ContactListener; friend ContactListener; ContactListener* contact_listener_; bool removing_joint_; Vector joints_; }; /** @} */ inline float World::GetGlobalScale() const { return global_scale_; } inline void World::SetGlobalScale(float scale) { global_scale_ = scale; } inline float World::World2Stage(float value) const { return value * GetGlobalScale(); } inline Vec2 World::World2Stage(const b2Vec2& pos) const { return Point(World2Stage(pos.x), World2Stage(pos.y)); } inline float World::Stage2World(float value) const { return value / GetGlobalScale(); } inline b2Vec2 World::Stage2World(const Vec2& pos) const { return b2Vec2(Stage2World(pos.x), Stage2World(pos.y)); } inline void World::SetVelocityIterations(int vel_iter) { vel_iter_ = vel_iter; } inline void World::SetPositionIterations(int pos_iter) { pos_iter_ = pos_iter; } } // namespace physics } // namespace kiwano