зеркало из https://github.com/microsoft/cocos2d-x.git
173 строки
5.3 KiB
C++
173 строки
5.3 KiB
C++
/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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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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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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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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****************************************************************************/
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#include "CCPhysicsSetting.h"
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#ifdef CC_USE_PHYSICS
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#ifndef __CCPHYSICS_WORLD_H__
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#define __CCPHYSICS_WORLD_H__
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#include <list>
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#include "CCObject.h"
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#include "CCGeometry.h"
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NS_CC_BEGIN
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class PhysicsBody;
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class PhysicsJoint;
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class PhysicsWorldInfo;
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class PhysicsShape;
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class PhysicsContact;
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class PhysicsContactListener;
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class Array;
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class Sprite;
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class Scene;
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class DrawNode;
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class PhysicsWorld;
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class PhysicsRayCastCallback
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{
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public:
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PhysicsRayCastCallback()
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: report(nullptr)
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{}
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virtual ~PhysicsRayCastCallback(){}
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/**
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* @brief Called for each fixture found in the query. You control how the ray cast
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* proceeds by returning a float:
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* return true: continue
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* return false: terminate the ray cast
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* @param fixture the fixture hit by the ray
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* @param point the point of initial intersection
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* @param normal the normal vector at the point of intersection
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* @return true to continue, false to terminate
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*/
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std::function<bool(PhysicsWorld&, PhysicsShape&, Point, Point, float, void*)> report;
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};
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class PhysicsRectQueryCallback
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{
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public:
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PhysicsRectQueryCallback()
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: report(nullptr)
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{}
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virtual ~PhysicsRectQueryCallback(){}
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public:
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std::function<bool(PhysicsWorld&, PhysicsShape&, void*)> report;
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};
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/**
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* @brief An PhysicsWorld object simulates collisions and other physical properties. You do not create PhysicsWorld objects directly; instead, you can get it from an Scene object.
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*/
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class PhysicsWorld
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{
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public:
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/** Adds a joint to the physics world.*/
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void addJoint(PhysicsJoint* joint);
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/** Removes a joint from the physics world.*/
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void removeJoint(PhysicsJoint* joint);
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/** Remove all joints from the physics world.*/
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void removeAllJoints();
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void rayCast(PhysicsRayCastCallback& callback, Point point1, Point point2, void* data);
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void rectQuery(PhysicsRectQueryCallback& callback, Rect rect, void* data);
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Array* getShapesAtPoint(Point point);
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PhysicsShape* getShapeAtPoint(Point point);
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Array* getAllBodies() const;
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PhysicsBody* getBodyByTag(int tag);
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/** Register a listener to receive contact callbacks*/
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inline void registerContactListener(PhysicsContactListener* delegate) { _listener = delegate; }
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/** Unregister a listener. */
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inline void unregisterContactListener() { _listener = nullptr; }
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/** get the gravity value */
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inline Point getGravity() { return _gravity; }
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/** set the gravity value */
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void setGravity(Point gravity);
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/** test the debug draw is enabled */
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inline bool isDebugDraw() { return _debugDraw; }
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/** set the debug draw */
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inline void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; }
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virtual void removeBody(PhysicsBody* body);
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virtual void removeBodyByTag(int tag);
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virtual void removeAllBodies();
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protected:
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static PhysicsWorld* create();
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bool init();
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void setScene(Scene* scene);
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virtual PhysicsBody* addBody(PhysicsBody* body);
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virtual PhysicsShape* addShape(PhysicsShape* shape);
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virtual void removeShape(PhysicsShape* shape);
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virtual void update(float delta);
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virtual void debugDraw();
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virtual void drawWithShape(DrawNode* node, PhysicsShape* shape);
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virtual void drawWithJoint(DrawNode* node, PhysicsJoint* joint);
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virtual int collisionBeginCallback(PhysicsContact& contact);
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virtual int collisionPreSolveCallback(PhysicsContact& contact);
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virtual void collisionPostSolveCallback(PhysicsContact& contact);
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virtual void collisionSeparateCallback(PhysicsContact& contact);
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protected:
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Point _gravity;
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float _speed;
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PhysicsWorldInfo* _info;
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PhysicsContactListener* _listener;
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Array* _bodies;
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std::list<PhysicsJoint*> _joints;
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Scene* _scene;
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bool _debugDraw;
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DrawNode* _drawNode;
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protected:
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PhysicsWorld();
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virtual ~PhysicsWorld();
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friend class Sprite;
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friend class Scene;
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friend class PhysicsBody;
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friend class PhysicsShape;
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friend class PhysicsWorldCallback;
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};
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NS_CC_END
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#endif // __CCPHYSICS_WORLD_H__
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#endif // CC_USE_PHYSICS
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