// // Copyright (c) 2008-2014 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 "Context.h" #include "CollisionChain2D.h" #include "PhysicsUtils2D.h" #include "DebugNew.h" namespace Urho3D { CollisionChain2D::CollisionChain2D(Context* context) : CollisionShape2D(context), loop_(false) { fixtureDef_.shape = &chainShape_; } CollisionChain2D::~CollisionChain2D() { } void CollisionChain2D::RegisterObject(Context* context) { context->RegisterFactory(); ACCESSOR_ATTRIBUTE("Loop", GetLoop, SetLoop, bool, false, AM_DEFAULT); COPY_BASE_ATTRIBUTES(CollisionShape2D); } void CollisionChain2D::SetLoop(bool loop) { if (loop == loop_) return; loop_ = loop; MarkNetworkUpdate(); RecreateFixture(); } void CollisionChain2D::SetVertexCount(unsigned count) { vertices_.Resize(count); } void CollisionChain2D::SetVertex(unsigned index, const Vector2& vertex) { if (index >= vertices_.Size()) return; vertices_[index] = vertex; if (index == vertices_.Size() - 1) { MarkNetworkUpdate(); RecreateFixture(); } } void CollisionChain2D::SetVertices(const PODVector& vertices) { vertices_ = vertices; MarkNetworkUpdate(); RecreateFixture(); } void CollisionChain2D::ApplyNodeWorldScale() { RecreateFixture(); } void CollisionChain2D::RecreateFixture() { ReleaseFixture(); PODVector b2Vertices; unsigned count = vertices_.Size(); b2Vertices.Resize(count); Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_); for (unsigned i = 0; i < count; ++i) b2Vertices[i] = ToB2Vec2(vertices_[i] * worldScale); if (loop_) chainShape_.CreateLoop(&b2Vertices[0], count); else chainShape_.CreateChain(&b2Vertices[0], count); CreateFixture(); } }