CollisionShape2D.h 3.5 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Scene/Component.h"
  24. #include <Box2D/Box2D.h>
  25. namespace Atomic
  26. {
  27. class RigidBody2D;
  28. /// 2D collision shape component.
  29. class ATOMIC_API CollisionShape2D : public Component
  30. {
  31. ATOMIC_OBJECT(CollisionShape2D, Component);
  32. public:
  33. /// Construct.
  34. CollisionShape2D(Context* context);
  35. /// Destruct.
  36. virtual ~CollisionShape2D();
  37. /// Register object factory.
  38. static void RegisterObject(Context* context);
  39. /// Handle enabled/disabled state change.
  40. virtual void OnSetEnabled();
  41. /// Set trigger.
  42. void SetTrigger(bool trigger);
  43. /// Set filter category bits.
  44. void SetCategoryBits(int categoryBits);
  45. /// Set filter mask bits.
  46. void SetMaskBits(int maskBits);
  47. /// Set filter group index.
  48. void SetGroupIndex(int groupIndex);
  49. /// Set density.
  50. void SetDensity(float density);
  51. /// Set friction.
  52. void SetFriction(float friction);
  53. /// Set restitution .
  54. void SetRestitution(float restitution);
  55. /// Create fixture.
  56. void CreateFixture();
  57. /// Release fixture.
  58. void ReleaseFixture();
  59. /// Return trigger.
  60. bool IsTrigger() const { return fixtureDef_.isSensor; }
  61. /// Return filter category bits.
  62. int GetCategoryBits() const { return fixtureDef_.filter.categoryBits; }
  63. /// Return filter mask bits.
  64. int GetMaskBits() const { return fixtureDef_.filter.maskBits; }
  65. /// Return filter group index.
  66. int GetGroupIndex() const { return fixtureDef_.filter.groupIndex; }
  67. /// Return density.
  68. float GetDensity() const { return fixtureDef_.density; }
  69. /// Return friction.
  70. float GetFriction() const { return fixtureDef_.friction; }
  71. /// Return restitution.
  72. float GetRestitution() const { return fixtureDef_.restitution; }
  73. /// Return mass.
  74. float GetMass() const;
  75. /// Return inertia.
  76. float GetInertia() const;
  77. /// Return mass center.
  78. Vector2 GetMassCenter() const;
  79. /// Return fixture.
  80. b2Fixture* GetFixture() const { return fixture_; }
  81. protected:
  82. /// Handle node being assigned.
  83. virtual void OnNodeSet(Node* node);
  84. /// Handle node transform being dirtied.
  85. virtual void OnMarkedDirty(Node* node);
  86. /// Apply Node world scale.
  87. virtual void ApplyNodeWorldScale() = 0;
  88. /// Rigid body.
  89. WeakPtr<RigidBody2D> rigidBody_;
  90. /// Fixture def.
  91. b2FixtureDef fixtureDef_;
  92. /// Box2D fixture.
  93. b2Fixture* fixture_;
  94. /// Cached world scale.
  95. Vector3 cachedWorldScale_;
  96. };
  97. }