Magic_Game/src/kiwano-physics/Fixture.cpp

74 lines
2.0 KiB
C++

// 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/Fixture.h>
#include <kiwano-physics/Body.h>
#include <kiwano-physics/World.h>
namespace kiwano
{
namespace physics
{
Fixture::Fixture()
: fixture_(nullptr)
{
}
Fixture::Fixture(b2Fixture* fixture)
: Fixture()
{
SetB2Fixture(fixture);
}
Fixture::Fixture(Body* body, Shape* shape, Property const& prop)
: Fixture()
{
KGE_ASSERT(body);
if (shape)
{
shape->FitWorld(body->GetWorld());
b2Body* b2body = body->GetB2Body();
b2FixtureDef fd;
fd.density = prop.density;
fd.friction = prop.friction;
fd.restitution = prop.restitution;
fd.shape = shape->GetB2Shape();
fixture_ = b2body->CreateFixture(&fd);
}
}
Shape Fixture::GetShape() const
{
KGE_ASSERT(fixture_);
return Shape(fixture_->GetShape());
}
Fixture Fixture::GetNext() const
{
KGE_ASSERT(fixture_);
return Fixture(fixture_->GetNext());
}
}
}