CollisionChain2D.cpp 2.9 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 "Context.h"
  24. #include "CollisionChain2D.h"
  25. #include "PhysicsUtils2D.h"
  26. #include "DebugNew.h"
  27. namespace Urho3D
  28. {
  29. CollisionChain2D::CollisionChain2D(Context* context) :
  30. CollisionShape2D(context),
  31. loop_(false)
  32. {
  33. fixtureDef_.shape = &chainShape_;
  34. }
  35. CollisionChain2D::~CollisionChain2D()
  36. {
  37. }
  38. void CollisionChain2D::RegisterObject(Context* context)
  39. {
  40. context->RegisterFactory<CollisionChain2D>();
  41. ACCESSOR_ATTRIBUTE("Loop", GetLoop, SetLoop, bool, false, AM_DEFAULT);
  42. COPY_BASE_ATTRIBUTES(CollisionShape2D);
  43. }
  44. void CollisionChain2D::SetLoop(bool loop)
  45. {
  46. if (loop == loop_)
  47. return;
  48. loop_ = loop;
  49. MarkNetworkUpdate();
  50. RecreateFixture();
  51. }
  52. void CollisionChain2D::SetVertexCount(unsigned count)
  53. {
  54. vertices_.Resize(count);
  55. }
  56. void CollisionChain2D::SetVertex(unsigned index, const Vector2& vertex)
  57. {
  58. if (index >= vertices_.Size())
  59. return;
  60. vertices_[index] = vertex;
  61. if (index == vertices_.Size() - 1)
  62. {
  63. MarkNetworkUpdate();
  64. RecreateFixture();
  65. }
  66. }
  67. void CollisionChain2D::SetVertices(const PODVector<Vector2>& vertices)
  68. {
  69. vertices_ = vertices;
  70. MarkNetworkUpdate();
  71. RecreateFixture();
  72. }
  73. void CollisionChain2D::ApplyNodeWorldScale()
  74. {
  75. RecreateFixture();
  76. }
  77. void CollisionChain2D::RecreateFixture()
  78. {
  79. ReleaseFixture();
  80. PODVector<b2Vec2> b2Vertices;
  81. unsigned count = vertices_.Size();
  82. b2Vertices.Resize(count);
  83. Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_);
  84. for (unsigned i = 0; i < count; ++i)
  85. b2Vertices[i] = ToB2Vec2(vertices_[i] * worldScale);
  86. if (loop_)
  87. chainShape_.CreateLoop(&b2Vertices[0], count);
  88. else
  89. chainShape_.CreateChain(&b2Vertices[0], count);
  90. CreateFixture();
  91. }
  92. }