CollisionCircle2D.cpp 3.0 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. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Atomic2D/CollisionCircle2D.h"
  25. #include "../Atomic2D/PhysicsUtils2D.h"
  26. #include "../DebugNew.h"
  27. namespace Atomic
  28. {
  29. extern const char* ATOMIC2D_CATEGORY;
  30. static const float DEFAULT_CLRCLE_RADIUS(0.01f);
  31. CollisionCircle2D::CollisionCircle2D(Context* context) :
  32. CollisionShape2D(context),
  33. radius_(DEFAULT_CLRCLE_RADIUS),
  34. center_(Vector2::ZERO)
  35. {
  36. circleShape_.m_radius = DEFAULT_CLRCLE_RADIUS * cachedWorldScale_.x_;
  37. fixtureDef_.shape = &circleShape_;
  38. }
  39. CollisionCircle2D::~CollisionCircle2D()
  40. {
  41. }
  42. void CollisionCircle2D::RegisterObject(Context* context)
  43. {
  44. context->RegisterFactory<CollisionCircle2D>(ATOMIC2D_CATEGORY);
  45. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  46. ATOMIC_ACCESSOR_ATTRIBUTE("Radius", GetRadius, SetRadius, float, DEFAULT_CLRCLE_RADIUS, AM_DEFAULT);
  47. ATOMIC_ACCESSOR_ATTRIBUTE("Center", GetCenter, SetCenter, Vector2, Vector2::ZERO, AM_DEFAULT);
  48. ATOMIC_COPY_BASE_ATTRIBUTES(CollisionShape2D);
  49. }
  50. void CollisionCircle2D::SetRadius(float radius)
  51. {
  52. if (radius == radius_)
  53. return;
  54. radius_ = radius;
  55. RecreateFixture();
  56. MarkNetworkUpdate();
  57. }
  58. void CollisionCircle2D::SetCenter(const Vector2& center)
  59. {
  60. if (center == center_)
  61. return;
  62. center_ = center;
  63. RecreateFixture();
  64. MarkNetworkUpdate();
  65. }
  66. void CollisionCircle2D::SetCenter(float x, float y)
  67. {
  68. SetCenter(Vector2(x, y));
  69. }
  70. void CollisionCircle2D::ApplyNodeWorldScale()
  71. {
  72. RecreateFixture();
  73. }
  74. void CollisionCircle2D::RecreateFixture()
  75. {
  76. ReleaseFixture();
  77. // Only use scale in x axis for circle
  78. float worldScale = cachedWorldScale_.x_;
  79. circleShape_.m_radius = radius_ * worldScale;
  80. circleShape_.m_p = ToB2Vec2(center_ * worldScale);
  81. CreateFixture();
  82. }
  83. }