Magic_Game/src/kiwano-physics/PhysicWorld.h

182 lines
4.3 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/PhysicBody.h>
#include <kiwano-physics/Joint.h>
namespace kiwano
{
namespace physics
{
/**
* \~chinese
* \defgroup Physics 物理模块
*/
/**
* \addtogroup Physics
* @{
*/
/**
* \~chinese
* @brief 物理世界
*/
class KGE_API PhysicWorld : public Component
{
friend class PhysicBody;
friend class Joint;
public:
PhysicWorld();
/// \~chinese
/// @brief 创建物理世界
/// @param gravity 重力
PhysicWorld(const Vec2& gravity);
virtual ~PhysicWorld();
/// \~chinese
/// @brief 添加物体
void AddBody(PhysicBodyPtr body);
/// \~chinese
/// @brief 移除物体
void RemoveBody(PhysicBodyPtr body);
/// \~chinese
/// @brief 移除所有物体
void RemoveAllBodies();
/// \~chinese
/// @brief 获取所有物体
const List<PhysicBodyPtr>& GetAllBodies() const;
/// \~chinese
/// @brief 添加关节
void AddJoint(JointPtr joint);
/// \~chinese
/// @brief 移除关节
void RemoveJoint(JointPtr joint);
/// \~chinese
/// @brief 移除所有关节
void RemoveAllJoints();
/// \~chinese
/// @brief 获取所有关节
const List<JointPtr>& GetAllJoints() const;
/// \~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 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);
/// \~chinese
/// @brief 设置是否绘制调试信息
void ShowDebugInfo(bool show);
/// \~chinese
/// @brief 获取b2World
b2World* GetB2World();
/// \~chinese
/// @brief 获取b2World
const b2World* GetB2World() const;
protected:
/// \~chinese
/// @brief 初始化组件
void InitComponent(Actor* actor) override;
/// \~chinese
/// @brief 更新组件
void OnUpdate(Duration dt) override;
/// \~chinese
/// @brief 渲染组件
void OnRender(RenderContext& ctx) override;
/// \~chinese
/// @brief 分发物理世界事件
void DispatchEvent(Event* evt);
/// \~chinese
/// @brief 关节移除时的回调函数
void JointRemoved(b2Joint* b2joint);
/// \~chinese
/// @brief 更新物理世界前
void BeforeSimulation(Actor* parent, const Matrix3x2& parent_to_world, float parent_rotation);
/// \~chinese
/// @brief 更新物理世界后
void AfterSimulation(Actor* parent, const Matrix3x2& parent_to_world, float parent_rotation);
private:
bool debug_;
int vel_iter_;
int pos_iter_;
b2World world_;
class DebugDrawer;
std::unique_ptr<DebugDrawer> drawer_;
List<PhysicBodyPtr> bodies_;
List<JointPtr> joints_;
std::unique_ptr<b2DestructionListener> destroy_listener_;
std::unique_ptr<b2ContactListener> contact_listener_;
};
/** @} */
inline void PhysicWorld::SetVelocityIterations(int vel_iter)
{
vel_iter_ = vel_iter;
}
inline void PhysicWorld::SetPositionIterations(int pos_iter)
{
pos_iter_ = pos_iter;
}
} // namespace physics
} // namespace kiwano