CollisionShape2D.cpp 6.5 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "CollisionShape2D.h"
  24. #include "Context.h"
  25. #include "Log.h"
  26. #include "Node.h"
  27. #include "PhysicsUtils2D.h"
  28. #include "RigidBody2D.h"
  29. #include "DebugNew.h"
  30. namespace Urho3D
  31. {
  32. extern const char* URHO2D_CATEGORY;
  33. CollisionShape2D::CollisionShape2D(Context* context) : Component(context),
  34. fixture_(0),
  35. fixtureDirty_(true)
  36. {
  37. }
  38. CollisionShape2D::~CollisionShape2D()
  39. {
  40. if (rigidBody_)
  41. rigidBody_->RemoveCollisionShape2D(this);
  42. ReleaseFixture();
  43. }
  44. void CollisionShape2D::RegisterObject(Context* context)
  45. {
  46. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_BOOL, "Sensor", IsSensor, SetSensor, bool, false, AM_DEFAULT);
  47. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_INT, "Category Bits", GetCategoryBits, SetCategoryBits, int, 0, AM_DEFAULT);
  48. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_INT, "Mask Bits", GetMaskBits, SetMaskBits, int, 0, AM_DEFAULT);
  49. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_INT, "Group Index", GetGroupIndex, SetGroupIndex, int, 0, AM_DEFAULT);
  50. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_FLOAT, "Density", GetDensity, SetDensity, float, 0.0f, AM_DEFAULT);
  51. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_FLOAT, "Friction", GetFriction, SetFriction, float, 0.2f, AM_DEFAULT);
  52. ACCESSOR_ATTRIBUTE(CollisionShape2D, VAR_FLOAT, "Restitution", GetRestitution, SetRestitution, float, 0.0f, AM_DEFAULT);
  53. COPY_BASE_ATTRIBUTES(CollisionShape2D, Component);
  54. }
  55. void CollisionShape2D::OnSetEnabled()
  56. {
  57. if (IsEnabledEffective())
  58. {
  59. CreateFixture();
  60. if (rigidBody_)
  61. rigidBody_->AddCollisionShape2D(this);
  62. }
  63. else
  64. {
  65. if (rigidBody_)
  66. rigidBody_->RemoveCollisionShape2D(this);
  67. ReleaseFixture();
  68. }
  69. }
  70. void CollisionShape2D::SetSensor(bool sensor)
  71. {
  72. if (fixtureDef_.isSensor == sensor)
  73. return;
  74. fixtureDef_.isSensor = sensor;
  75. if (fixture_ && !fixtureDirty_)
  76. fixture_->SetSensor(sensor);
  77. else
  78. fixtureDirty_ = true;
  79. MarkNetworkUpdate();
  80. }
  81. void CollisionShape2D::SetCategoryBits(int categoryBits)
  82. {
  83. if (fixtureDef_.filter.categoryBits == categoryBits)
  84. return;
  85. fixtureDef_.filter.categoryBits = categoryBits;
  86. if (fixture_ && !fixtureDirty_)
  87. fixture_->SetFilterData(fixtureDef_.filter);
  88. else
  89. fixtureDirty_ = true;
  90. MarkNetworkUpdate();
  91. }
  92. void CollisionShape2D::SetMaskBits(int maskBits)
  93. {
  94. if (fixtureDef_.filter.maskBits == maskBits)
  95. return;
  96. fixtureDef_.filter.maskBits = maskBits;
  97. if (fixture_ && !fixtureDirty_)
  98. fixture_->SetFilterData(fixtureDef_.filter);
  99. else
  100. fixtureDirty_ = true;
  101. MarkNetworkUpdate();
  102. }
  103. void CollisionShape2D::SetGroupIndex(int groupIndex)
  104. {
  105. if (fixtureDef_.filter.groupIndex == groupIndex)
  106. return;
  107. fixtureDef_.filter.groupIndex = groupIndex;
  108. if (fixture_ && !fixtureDirty_)
  109. fixture_->SetFilterData(fixtureDef_.filter);
  110. else
  111. fixtureDirty_ = true;
  112. MarkNetworkUpdate();
  113. }
  114. void CollisionShape2D::SetDensity(float density)
  115. {
  116. if (fixtureDef_.density == density)
  117. return;
  118. fixtureDef_.density = density;
  119. if (fixture_ && !fixtureDirty_)
  120. fixture_->SetDensity(density);
  121. else
  122. fixtureDirty_ = true;
  123. MarkNetworkUpdate();
  124. }
  125. void CollisionShape2D::SetFriction(float friction)
  126. {
  127. if (fixtureDef_.friction == friction)
  128. return;
  129. fixtureDef_.friction = friction;
  130. if (fixture_ && !fixtureDirty_)
  131. fixture_->SetFriction(friction);
  132. else
  133. fixtureDirty_ = true;
  134. MarkNetworkUpdate();
  135. }
  136. void CollisionShape2D::SetRestitution(float restitution)
  137. {
  138. if (fixtureDef_.restitution == restitution)
  139. return;
  140. fixtureDef_.restitution = restitution;
  141. if (fixture_ && !fixtureDirty_)
  142. fixture_->SetRestitution(restitution);
  143. else
  144. fixtureDirty_ = true;
  145. MarkNetworkUpdate();
  146. }
  147. void CollisionShape2D::CreateFixture()
  148. {
  149. if (fixture_)
  150. return;
  151. if (!fixtureDef_.shape)
  152. return;
  153. if (!rigidBody_)
  154. return;
  155. b2Body* body = rigidBody_->GetBody();
  156. if (!body)
  157. return;
  158. fixture_ = body->CreateFixture(&fixtureDef_);
  159. fixture_->SetUserData(this);
  160. }
  161. void CollisionShape2D::UpdateFixture()
  162. {
  163. if (!fixtureDirty_)
  164. return;
  165. ReleaseFixture();
  166. CreateFixture();
  167. fixtureDirty_ = false;
  168. }
  169. void CollisionShape2D::ReleaseFixture()
  170. {
  171. if (!fixture_)
  172. return;
  173. if (!rigidBody_)
  174. return;
  175. b2Body* body = rigidBody_->GetBody();
  176. if (!body)
  177. return;
  178. body->DestroyFixture(fixture_);
  179. fixture_ = 0;
  180. }
  181. float CollisionShape2D::GetMass() const
  182. {
  183. if (!fixture_)
  184. return 0.0f;
  185. b2MassData massData;
  186. fixture_->GetMassData(&massData);
  187. return massData.mass;
  188. }
  189. float CollisionShape2D::GetInertia() const
  190. {
  191. if (!fixture_)
  192. return 0.0f;
  193. b2MassData massData;
  194. fixture_->GetMassData(&massData);
  195. return massData.I;
  196. }
  197. Vector2 CollisionShape2D::GetMassCenter() const
  198. {
  199. if (!fixture_)
  200. return Vector2::ZERO;
  201. b2MassData massData;
  202. fixture_->GetMassData(&massData);
  203. return ToVector2(massData.center);
  204. }
  205. void CollisionShape2D::OnNodeSet(Node* node)
  206. {
  207. Component::OnNodeSet(node);
  208. if (node)
  209. {
  210. rigidBody_ = node->GetComponent<RigidBody2D>();
  211. if (rigidBody_)
  212. rigidBody_->AddCollisionShape2D(this);
  213. else
  214. LOGERROR("No right body component in node, can not create collision shape");
  215. }
  216. }
  217. }