160 lines
4.5 KiB
C++
160 lines
4.5 KiB
C++
// Copyright (c) 2018-2019 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include <kiwano-physics/helper.h>
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#include <kiwano-physics/Shape.h>
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namespace kiwano
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{
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namespace physics
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{
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class Body;
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/**
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* \addtogroup Physics
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* @{
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*/
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/// \~chinese
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/// @brief 物理夹具
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class Fixture
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{
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public:
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/// \~chinese
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/// @brief 夹具参数
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struct Param
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{
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float density = 0.f; ///< 密度
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float friction = 0.2f; ///< 摩擦力
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float restitution = 0.f; ///< 弹性恢复
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bool is_sensor = false; ///< 是否是接触传感器
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Param() {}
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Param(float density, float friction = 0.2f, float restitution = 0.f, bool is_sensor = false)
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: density(density)
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, friction(friction)
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, restitution(restitution)
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, is_sensor(is_sensor)
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{}
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};
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Fixture();
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Fixture(b2Fixture* fixture);
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Fixture(Body* body, Shape* shape, const Param& param);
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/// \~chinese
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/// @brief 是否有效
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bool IsValid() const;
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/// \~chinese
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/// @brief 获取夹具所在的物体
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Body* GetBody() const;
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/// \~chinese
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/// @brief 形状
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Shape GetShape() const;
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/// \~chinese
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/// @brief 是否是接触传感器
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bool IsSensor() const;
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/// \~chinese
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/// @brief 设置夹具是否是接触传感器
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/// @details 接触传感器只会产生物理接触,而不会影响物体运动
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void SetSensor(bool sensor);
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/// \~chinese
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/// @brief 获取夹具的质量数据
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void GetMassData(float* mass, Point* center, float* inertia) const;
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/// \~chinese
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/// @brief 获取密度
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float GetDensity() const;
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/// \~chinese
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/// @brief 设置密度
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void SetDensity(float density);
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/// \~chinese
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/// @brief 获取摩擦力 [N]
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float GetFriction() const;
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/// \~chinese
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/// @brief 设置摩擦力 [N]
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void SetFriction(float friction);
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/// \~chinese
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/// @brief 获取弹性恢复
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float GetRestitution() const;
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/// \~chinese
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/// @brief 设置弹性恢复
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void SetRestitution(float restitution);
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/// \~chinese
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/// @brief 点测试
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bool TestPoint(const Point& p) const;
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b2Fixture* GetB2Fixture() const;
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void SetB2Fixture(b2Fixture* fixture);
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private:
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b2Fixture* fixture_;
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};
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/// \~chinese
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/// @brief 物理夹具列表
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class FixtureList
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: public List<Fixture>
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{
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public:
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FixtureList()
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{
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}
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FixtureList(const Fixture& first)
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{
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Fixture current = first;
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while (current.GetB2Fixture())
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{
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push_back(current);
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current = current.GetB2Fixture()->GetNext();
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}
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}
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};
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/** @} */
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inline bool Fixture::IsSensor() const { KGE_ASSERT(fixture_); return fixture_->IsSensor(); }
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inline void Fixture::SetSensor(bool sensor) { KGE_ASSERT(fixture_); fixture_->SetSensor(sensor); }
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inline float Fixture::GetDensity() const { KGE_ASSERT(fixture_); return fixture_->GetDensity(); }
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inline void Fixture::SetDensity(float density) { KGE_ASSERT(fixture_); fixture_->SetDensity(density); }
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inline float Fixture::GetFriction() const { KGE_ASSERT(fixture_); return fixture_->GetFriction(); }
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inline void Fixture::SetFriction(float friction) { KGE_ASSERT(fixture_); fixture_->SetFriction(friction); }
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inline float Fixture::GetRestitution() const { KGE_ASSERT(fixture_); return fixture_->GetRestitution(); }
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inline void Fixture::SetRestitution(float restitution) { KGE_ASSERT(fixture_); fixture_->SetRestitution(restitution); }
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inline bool Fixture::IsValid() const { return fixture_ != nullptr; }
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inline b2Fixture* Fixture::GetB2Fixture() const { return fixture_; }
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inline void Fixture::SetB2Fixture(b2Fixture* fixture) { fixture_ = fixture; }
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}
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}
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