Magic_Game/src/kiwano-physics/Fixture.h

72 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.
#pragma once
#include <kiwano-physics/helper.h>
#include <kiwano-physics/Shape.h>
namespace kiwano
{
namespace physics
{
class Body;
// ¼Ð¾ß
class Fixture
{
public:
struct Property
{
float density; // ÃÜ¶È kg/m^2
float friction; // Ħ²ÁϵÊý [0,1]
float restitution; // µ¯ÐÔ [0,1]
Property()
: density(0.f)
, friction(0.2f)
, restitution(0.f)
{
}
Property(float density, float friction, float restitution)
: density(density)
, friction(friction)
, restitution(restitution)
{
}
};
Fixture();
Fixture(b2Fixture* fixture);
Fixture(Body* body, Shape* shape, Property const& prop);
Shape GetShape() const;
Fixture GetNext() const;
b2Fixture* GetB2Fixture() { return fixture_; }
const b2Fixture* GetB2Fixture() const { return fixture_; }
void SetB2Fixture(b2Fixture* fixture) { fixture_ = fixture; }
protected:
b2Fixture* fixture_;
};
}
}