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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../IO/MemoryBuffer.h"
- #include "../IO/VectorBuffer.h"
- #include "../Physics2D/CollisionChain2D.h"
- #include "../Physics2D/PhysicsUtils2D.h"
- #include "../DebugNew.h"
- namespace Urho3D
- {
- extern const char* PHYSICS2D_CATEGORY;
- CollisionChain2D::CollisionChain2D(Context* context) :
- CollisionShape2D(context),
- loop_(false)
- {
- fixtureDef_.shape = &chainShape_;
- }
- CollisionChain2D::~CollisionChain2D() = default;
- void CollisionChain2D::RegisterObject(Context* context)
- {
- context->RegisterFactory<CollisionChain2D>(PHYSICS2D_CATEGORY);
- URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, true, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Loop", GetLoop, SetLoop, false, AM_DEFAULT);
- URHO3D_COPY_BASE_ATTRIBUTES(CollisionShape2D);
- URHO3D_ACCESSOR_ATTRIBUTE("Vertices", GetVerticesAttr, SetVerticesAttr, Variant::emptyBuffer, AM_FILE);
- }
- void CollisionChain2D::SetLoop(bool loop)
- {
- if (loop == loop_)
- return;
- loop_ = loop;
- MarkNetworkUpdate();
- RecreateFixture();
- }
- void CollisionChain2D::SetVertexCount(i32 count)
- {
- assert(count >= 0);
- vertices_.Resize(count);
- }
- void CollisionChain2D::SetVertex(i32 index, const Vector2& vertex)
- {
- assert(index >= 0);
- if (index >= vertices_.Size())
- return;
- vertices_[index] = vertex;
- if (index == vertices_.Size() - 1)
- {
- MarkNetworkUpdate();
- RecreateFixture();
- }
- }
- void CollisionChain2D::SetVertices(const Vector<Vector2>& vertices)
- {
- vertices_ = vertices;
- MarkNetworkUpdate();
- RecreateFixture();
- }
- void CollisionChain2D::SetVerticesAttr(const Vector<byte>& value)
- {
- if (value.Empty())
- return;
- Vector<Vector2> vertices;
- MemoryBuffer buffer(value);
- while (!buffer.IsEof())
- vertices.Push(buffer.ReadVector2());
- SetVertices(vertices);
- }
- Vector<byte> CollisionChain2D::GetVerticesAttr() const
- {
- VectorBuffer ret;
- for (const Vector2& vertex : vertices_)
- ret.WriteVector2(vertex);
- return ret.GetBuffer();
- }
- void CollisionChain2D::ApplyNodeWorldScale()
- {
- RecreateFixture();
- }
- void CollisionChain2D::RecreateFixture()
- {
- ReleaseFixture();
- Vector<b2Vec2> b2Vertices;
- i32 count = vertices_.Size();
- b2Vertices.Resize(count);
- Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_);
- for (i32 i = 0; i < count; ++i)
- b2Vertices[i] = ToB2Vec2(vertices_[i] * worldScale);
- chainShape_.Clear();
- if (loop_)
- {
- if (count < 2)
- return;
- chainShape_.CreateLoop(&b2Vertices[0], count);
- }
- else
- {
- if (count < 4)
- return;
- chainShape_.CreateChain(&b2Vertices[1], count - 2, b2Vertices[0], b2Vertices[count - 1]);
- }
- CreateFixture();
- }
- }
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