// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Scene/Component.h" #include namespace Atomic { class RigidBody2D; /// 2D collision shape component. class ATOMIC_API CollisionShape2D : public Component { ATOMIC_OBJECT(CollisionShape2D, Component); public: /// Construct. CollisionShape2D(Context* context); /// Destruct. virtual ~CollisionShape2D(); /// Register object factory. static void RegisterObject(Context* context); /// Handle enabled/disabled state change. virtual void OnSetEnabled(); /// Set trigger. void SetTrigger(bool trigger); /// Set filter category bits. void SetCategoryBits(int categoryBits); /// Set filter mask bits. void SetMaskBits(int maskBits); /// Set filter group index. void SetGroupIndex(int groupIndex); /// Set density. void SetDensity(float density); /// Set friction. void SetFriction(float friction); /// Set restitution . void SetRestitution(float restitution); /// Create fixture. void CreateFixture(); /// Release fixture. void ReleaseFixture(); /// Return trigger. bool IsTrigger() const { return fixtureDef_.isSensor; } /// Return filter category bits. int GetCategoryBits() const { return fixtureDef_.filter.categoryBits; } /// Return filter mask bits. int GetMaskBits() const { return fixtureDef_.filter.maskBits; } /// Return filter group index. int GetGroupIndex() const { return fixtureDef_.filter.groupIndex; } /// Return density. float GetDensity() const { return fixtureDef_.density; } /// Return friction. float GetFriction() const { return fixtureDef_.friction; } /// Return restitution. float GetRestitution() const { return fixtureDef_.restitution; } /// Return mass. float GetMass() const; /// Return inertia. float GetInertia() const; /// Return mass center. Vector2 GetMassCenter() const; /// Return fixture. b2Fixture* GetFixture() const { return fixture_; } protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Handle node transform being dirtied. virtual void OnMarkedDirty(Node* node); /// Apply Node world scale. virtual void ApplyNodeWorldScale() = 0; /// Rigid body. WeakPtr rigidBody_; /// Fixture def. b2FixtureDef fixtureDef_; /// Box2D fixture. b2Fixture* fixture_; /// Cached world scale. Vector3 cachedWorldScale_; }; }