Magic_Game/src/kiwano-physics/Fixture.h

99 lines
3.1 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 PhysicBody;
// 夹具
class PhysicFixture
{
public:
struct Param
{
float density = 0.f;
float friction = 0.2f;
float restitution = 0.f;
bool is_sensor = false;
Param() {}
Param(float density, float friction = 0.2f, float restitution = 0.f, bool is_sensor = false)
: density(density)
, friction(friction)
, restitution(restitution)
, is_sensor(is_sensor)
{}
};
PhysicFixture();
PhysicFixture(b2Fixture* fixture);
PhysicFixture(PhysicBody* body, PhysicShape* shape, const Param& param);
// 物体
PhysicBody* GetBody();
const PhysicBody* GetBody() const;
// 形状
PhysicShape GetShape() const;
// 下一夹具 (同一物体上)
PhysicFixture GetNext() const;
// 接触传感器
bool IsSensor() const { KGE_ASSERT(fixture_); return fixture_->IsSensor(); }
void SetSensor(bool sensor) { KGE_ASSERT(fixture_); fixture_->SetSensor(sensor); }
// 质量数据
void GetMassData(float* mass, Point* center, float* inertia) const;
// 密度
float GetDensity() const { KGE_ASSERT(fixture_); return fixture_->GetDensity(); }
void SetDensity(float density) { KGE_ASSERT(fixture_); fixture_->SetDensity(density); }
// 摩擦力
float GetFriction() const { KGE_ASSERT(fixture_); return fixture_->GetFriction(); }
void SetFriction(float friction) { KGE_ASSERT(fixture_); fixture_->SetFriction(friction); }
// 弹性恢复
float GetRestitution() const { KGE_ASSERT(fixture_); return fixture_->GetRestitution(); }
void SetRestitution(float restitution) { KGE_ASSERT(fixture_); fixture_->SetRestitution(restitution); }
// 点测试
bool TestPoint(const Point& p) const;
bool IsValid() const { return !!fixture_; }
b2Fixture* GetB2Fixture() { return fixture_; }
const b2Fixture* GetB2Fixture() const { return fixture_; }
void SetB2Fixture(b2Fixture* fixture) { fixture_ = fixture; }
protected:
b2Fixture* fixture_;
};
}
}