99 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
// 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
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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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// 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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// 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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#include <kiwano-physics/helper.h>
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#include <kiwano-physics/Shape.h>
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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 PhysicBody;
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		// 夹具
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		class PhysicFixture
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		{
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		public:
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			struct Param
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			{
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				float density = 0.f;
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				float friction = 0.2f;
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				float restitution = 0.f;
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				bool is_sensor = false;
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				Param() {}
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				Param(float density, float friction = 0.2f, float restitution = 0.f, bool is_sensor = false)
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					: density(density)
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					, friction(friction)
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					, restitution(restitution)
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					, is_sensor(is_sensor)
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				{}
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			};
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			PhysicFixture();
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			PhysicFixture(b2Fixture* fixture);
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			PhysicFixture(PhysicBody* body, PhysicShape* shape, const Param& param);
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			// 物体
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			PhysicBody* GetBody();
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			const PhysicBody* GetBody() const;
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			// 形状
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			PhysicShape GetShape() const;
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			// 下一夹具 (同一物体上)
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			PhysicFixture GetNext() const;
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			// 接触传感器
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			bool IsSensor() const					{ KGE_ASSERT(fixture_); return fixture_->IsSensor(); }
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			void SetSensor(bool sensor)				{ KGE_ASSERT(fixture_); fixture_->SetSensor(sensor); }
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			// 质量数据
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			void GetMassData(float* mass, Point* center, float* inertia) const;
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			// 密度
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			float GetDensity() const				{ KGE_ASSERT(fixture_); return fixture_->GetDensity(); }
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			void SetDensity(float density)			{ KGE_ASSERT(fixture_); fixture_->SetDensity(density); }
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			// 摩擦力
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			float GetFriction() const				{ KGE_ASSERT(fixture_); return fixture_->GetFriction(); }
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			void SetFriction(float friction)		{ KGE_ASSERT(fixture_); fixture_->SetFriction(friction); }
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			// 弹性恢复
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			float GetRestitution() const			{ KGE_ASSERT(fixture_); return fixture_->GetRestitution(); }
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			void SetRestitution(float restitution)	{ KGE_ASSERT(fixture_); fixture_->SetRestitution(restitution); }
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			// 点测试
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			bool TestPoint(const Point& p) const;
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			bool IsValid() const					{ return !!fixture_; }
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			b2Fixture* GetB2Fixture()				{ return fixture_; }
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			const b2Fixture* GetB2Fixture() const	{ return fixture_; }
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			void SetB2Fixture(b2Fixture* fixture)	{ fixture_ = fixture; }
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		protected:
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			b2Fixture* fixture_;
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		};
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	}
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}
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