// 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 #include namespace kiwano { namespace physics { PhysicShape::PhysicShape() : shape_(nullptr) { } PhysicShape::PhysicShape(b2Shape* shape) : shape_(shape) { } b2Shape* PhysicShape::GetB2Shape() { return shape_; } const b2Shape* PhysicShape::GetB2Shape() const { return shape_; } void PhysicShape::SetB2Shape(b2Shape* shape) { shape_ = shape; } // // PhysicCircleShape // PhysicCircleShape::PhysicCircleShape() : PhysicShape(&circle_) , circle_() , radius_(0.f) { } PhysicCircleShape::PhysicCircleShape(float radius, Point const& offset) : PhysicCircleShape() { Set(radius, offset); } void PhysicCircleShape::Set(float radius, Point const& offset) { radius_ = radius; offset_ = offset; } void PhysicCircleShape::FitWorld(PhysicWorld* world) { KGE_ASSERT(world); circle_.m_radius = world->Stage2World(radius_); circle_.m_p = world->Stage2World(offset_); } // // PhysicBoxShape // PhysicBoxShape::PhysicBoxShape() : PhysicShape(&polygon_) , polygon_() , rotation_(0.f) { } PhysicBoxShape::PhysicBoxShape(Vec2 const& size, Point const& offset, float rotation) : PhysicBoxShape() { Set(size, offset, rotation); } void PhysicBoxShape::Set(Vec2 const& size, Point const& offset, float rotation) { box_size_ = size; offset_ = offset; rotation_ = rotation; } void PhysicBoxShape::FitWorld(PhysicWorld* world) { KGE_ASSERT(world); b2Vec2 box = world->Stage2World(box_size_); b2Vec2 offset = world->Stage2World(offset_); polygon_.SetAsBox(box.x / 2, box.y / 2, offset, rotation_); } // // PhysicPolygonShape // PhysicPolygonShape::PhysicPolygonShape() : PhysicShape(&polygon_) , polygon_() { } PhysicPolygonShape::PhysicPolygonShape(Vector const& vertexs) : PhysicPolygonShape() { Set(vertexs); } void PhysicPolygonShape::Set(Vector const& vertexs) { vertexs_ = vertexs; } void PhysicPolygonShape::FitWorld(PhysicWorld* world) { KGE_ASSERT(world); Vector b2vertexs; b2vertexs.reserve(vertexs_.size()); for (const auto& v : vertexs_) { b2vertexs.push_back(world->Stage2World(v)); } polygon_.Set(&b2vertexs[0], static_cast(b2vertexs.size())); } // // PhysicEdgeShape // PhysicEdgeShape::PhysicEdgeShape() : PhysicShape(&edge_) , edge_() { } PhysicEdgeShape::PhysicEdgeShape(Point const& p1, Point const& p2) : PhysicEdgeShape() { Set(p1, p2); } void PhysicEdgeShape::Set(Point const& p1, Point const& p2) { p_[0] = p1; p_[1] = p2; } void PhysicEdgeShape::FitWorld(PhysicWorld* world) { KGE_ASSERT(world); b2Vec2 p1 = world->Stage2World(p_[0]); b2Vec2 p2 = world->Stage2World(p_[1]); edge_.Set(p1, p2); } // // PhysicChainShape // PhysicChainShape::PhysicChainShape() : PhysicShape(&chain_) , chain_() , loop_(false) { } PhysicChainShape::PhysicChainShape(Vector const& vertexs, bool loop) : PhysicChainShape() { Set(vertexs, loop); } void PhysicChainShape::Set(Vector const& vertexs, bool loop) { vertexs_ = vertexs; loop_ = loop; } void PhysicChainShape::FitWorld(PhysicWorld* world) { KGE_ASSERT(world); Vector b2vertexs; b2vertexs.reserve(vertexs_.size()); for (const auto& v : vertexs_) { b2vertexs.push_back(world->Stage2World(v)); } if (loop_) { chain_.CreateLoop(&b2vertexs[0], static_cast(b2vertexs.size())); } else { chain_.CreateChain(&b2vertexs[0], static_cast(b2vertexs.size())); } } } }