Magic_Game/src/kiwano-physics/World.h

114 lines
3.2 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/Body.h>
#include <kiwano-physics/Joint.h>
#include <kiwano-physics/ContactListener.h>
namespace kiwano
{
namespace physics
{
// 物理世界
class KGE_API World
: public Stage
, public ContactDispatcher
{
friend class Body;
friend class Joint;
public:
World();
virtual ~World();
// 获取重力
Vec2 GetGravity() const;
// 设置重力
void SetGravity(Vec2 gravity);
// 获取全局缩放比例
inline float GetGlobalScale() const { return global_scale_; }
// 设置全局缩放比例
inline void SetGlobalScale(float scale) { global_scale_ = scale; }
// 游戏世界单位转换为物理世界单位
inline float World2Stage(float value) const { return value * GetGlobalScale(); }
inline Point World2Stage(const b2Vec2& pos) const { return Point(World2Stage(pos.x), World2Stage(pos.y)); }
// 物理世界单位转换为游戏世界单位
inline float Stage2World(float value) const { return value / GetGlobalScale(); }
inline b2Vec2 Stage2World(const Point& pos) const { return b2Vec2(Stage2World(pos.x), Stage2World(pos.y)); }
// 设置速度迭代次数, 默认为 6
inline void SetVelocityIterations(int vel_iter) { vel_iter_ = vel_iter; }
// 设置位置迭代次数, 默认为 2
inline void SetPositionIterations(int pos_iter) { pos_iter_ = pos_iter; }
b2World* GetB2World();
const b2World* GetB2World() const;
private:
// 移除物体
void RemoveBody(Body* body);
// 移除所有物体
void RemoveAllBodies();
// 添加关节
void AddJoint(Joint* joint);
// 移除关节
void RemoveJoint(Joint* joint);
// 移除所有关节
void RemoveAllJoints();
// 关节被移除
void JointRemoved(b2Joint* joint);
void Update(Duration dt) override;
private:
b2World world_;
int vel_iter_;
int pos_iter_;
float global_scale_;
class DestructionListener;
friend DestructionListener;
DestructionListener* destruction_listener_;
class ContactListener;
friend ContactListener;
ContactListener* contact_listener_;
bool removing_joint_;
Vector<Joint*> joints_;
};
KGE_DECLARE_SMART_PTR(World);
}
}