Magic_Game/src/kiwano-physics/Fixture.cpp

106 lines
2.7 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, const Param& param)
: Fixture()
{
KGE_ASSERT(body);
if (shape)
{
shape->FitWorld(body->GetWorld());
b2Body* b2body = body->GetB2Body();
b2FixtureDef fd;
fd.density = param.density;
fd.friction = param.friction;
fd.restitution = param.restitution;
fd.shape = shape->GetB2Shape();
auto fixture = b2body->CreateFixture(&fd);
SetB2Fixture(fixture);
}
}
Body* Fixture::GetBody() const
{
KGE_ASSERT(fixture_);
return static_cast<Body*>(fixture_->GetBody()->GetUserData());
}
Shape Fixture::GetShape() const
{
KGE_ASSERT(fixture_);
return Shape(fixture_->GetShape());
}
void Fixture::GetMassData(float* mass, Point* center, float* inertia) const
{
KGE_ASSERT(fixture_);
const Body* body = GetBody();
KGE_ASSERT(body);
const World* world = body->GetWorld();
KGE_ASSERT(world);
b2MassData data;
fixture_->GetMassData(&data);
if (mass) *mass = data.mass;
if (center) *center = world->World2Stage(data.center);
if (inertia) *inertia = data.I;
}
bool Fixture::TestPoint(const Point& p) const
{
KGE_ASSERT(fixture_);
const Body* body = GetBody();
KGE_ASSERT(body);
const World* world = body->GetWorld();
KGE_ASSERT(world);
return fixture_->TestPoint(world->Stage2World(p));
}
}
}