// // 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 "CollisionEdge2D.h" #include "PhysicsUtils2D.h" #include "DebugNew.h" namespace Urho3D { extern const char* URHO2D_CATEGORY; static const Vector2 DEFAULT_VERTEX1(-0.01f, 0.0f); static const Vector2 DEFAULT_VERTEX2(0.01f, 0.0f); CollisionEdge2D::CollisionEdge2D(Context* context) : CollisionShape2D(context), vertex1_(DEFAULT_VERTEX1), vertex2_(DEFAULT_VERTEX2) { Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_); edgeShape_.Set(ToB2Vec2(vertex1_ * worldScale), ToB2Vec2(vertex2_ * worldScale)); fixtureDef_.shape = &edgeShape_; } CollisionEdge2D::~CollisionEdge2D() { } void CollisionEdge2D::RegisterObject(Context* context) { context->RegisterFactory(URHO2D_CATEGORY); ACCESSOR_ATTRIBUTE("Vertex 1", GetVertex1, SetVertex1, Vector2, DEFAULT_VERTEX1, AM_DEFAULT); ACCESSOR_ATTRIBUTE("Vertex 2", GetVertex2, SetVertex2, Vector2, DEFAULT_VERTEX2, AM_DEFAULT); COPY_BASE_ATTRIBUTES(CollisionShape2D); } void CollisionEdge2D::SetVertex1(const Vector2& vertex) { SetVertices(vertex, vertex2_); } void CollisionEdge2D::SetVertex2(const Vector2& vertex) { SetVertices(vertex1_, vertex); } void CollisionEdge2D::SetVertices(const Vector2& vertex1, const Vector2& vertex2) { if (vertex1 == vertex1_ && vertex2 == vertex2_) return; vertex1_ = vertex1; vertex2_ = vertex2; MarkNetworkUpdate(); RecreateFixture(); } void CollisionEdge2D::ApplyNodeWorldScale() { RecreateFixture(); } void CollisionEdge2D::RecreateFixture() { ReleaseFixture(); Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_); edgeShape_.Set(ToB2Vec2(vertex1_ * worldScale), ToB2Vec2(vertex2_ * worldScale)); CreateFixture(); } }