// // 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. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../Atomic2D/CollisionCircle2D.h" #include "../Atomic2D/PhysicsUtils2D.h" #include "../DebugNew.h" namespace Atomic { extern const char* ATOMIC2D_CATEGORY; static const float DEFAULT_CLRCLE_RADIUS(0.01f); CollisionCircle2D::CollisionCircle2D(Context* context) : CollisionShape2D(context), radius_(DEFAULT_CLRCLE_RADIUS), center_(Vector2::ZERO) { circleShape_.m_radius = DEFAULT_CLRCLE_RADIUS * cachedWorldScale_.x_; fixtureDef_.shape = &circleShape_; } CollisionCircle2D::~CollisionCircle2D() { } void CollisionCircle2D::RegisterObject(Context* context) { context->RegisterFactory(ATOMIC2D_CATEGORY); ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT); ATOMIC_ACCESSOR_ATTRIBUTE("Radius", GetRadius, SetRadius, float, DEFAULT_CLRCLE_RADIUS, AM_DEFAULT); ATOMIC_ACCESSOR_ATTRIBUTE("Center", GetCenter, SetCenter, Vector2, Vector2::ZERO, AM_DEFAULT); ATOMIC_COPY_BASE_ATTRIBUTES(CollisionShape2D); } void CollisionCircle2D::SetRadius(float radius) { if (radius == radius_) return; radius_ = radius; RecreateFixture(); MarkNetworkUpdate(); } void CollisionCircle2D::SetCenter(const Vector2& center) { if (center == center_) return; center_ = center; RecreateFixture(); MarkNetworkUpdate(); } void CollisionCircle2D::SetCenter(float x, float y) { SetCenter(Vector2(x, y)); } void CollisionCircle2D::ApplyNodeWorldScale() { RecreateFixture(); } void CollisionCircle2D::RecreateFixture() { ReleaseFixture(); // Only use scale in x axis for circle float worldScale = cachedWorldScale_.x_; circleShape_.m_radius = radius_ * worldScale; circleShape_.m_p = ToB2Vec2(center_ * worldScale); CreateFixture(); } }