CollisionEdge2D.cpp 2.0 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Core/Context.h"
  5. #include "../Physics2D/CollisionEdge2D.h"
  6. #include "../Physics2D/PhysicsUtils2D.h"
  7. #include "../DebugNew.h"
  8. namespace Urho3D
  9. {
  10. extern const char* PHYSICS2D_CATEGORY;
  11. static const Vector2 DEFAULT_VERTEX1(-0.01f, 0.0f);
  12. static const Vector2 DEFAULT_VERTEX2(0.01f, 0.0f);
  13. CollisionEdge2D::CollisionEdge2D(Context* context) :
  14. CollisionShape2D(context),
  15. vertex1_(DEFAULT_VERTEX1),
  16. vertex2_(DEFAULT_VERTEX2)
  17. {
  18. Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_);
  19. edgeShape_.SetTwoSided(ToB2Vec2(vertex1_ * worldScale), ToB2Vec2(vertex2_ * worldScale));
  20. fixtureDef_.shape = &edgeShape_;
  21. }
  22. CollisionEdge2D::~CollisionEdge2D() = default;
  23. void CollisionEdge2D::RegisterObject(Context* context)
  24. {
  25. context->RegisterFactory<CollisionEdge2D>(PHYSICS2D_CATEGORY);
  26. URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, true, AM_DEFAULT);
  27. URHO3D_ACCESSOR_ATTRIBUTE("Vertex 1", GetVertex1, SetVertex1, DEFAULT_VERTEX1, AM_DEFAULT);
  28. URHO3D_ACCESSOR_ATTRIBUTE("Vertex 2", GetVertex2, SetVertex2, DEFAULT_VERTEX2, AM_DEFAULT);
  29. URHO3D_COPY_BASE_ATTRIBUTES(CollisionShape2D);
  30. }
  31. void CollisionEdge2D::SetVertex1(const Vector2& vertex)
  32. {
  33. SetVertices(vertex, vertex2_);
  34. }
  35. void CollisionEdge2D::SetVertex2(const Vector2& vertex)
  36. {
  37. SetVertices(vertex1_, vertex);
  38. }
  39. void CollisionEdge2D::SetVertices(const Vector2& vertex1, const Vector2& vertex2)
  40. {
  41. if (vertex1 == vertex1_ && vertex2 == vertex2_)
  42. return;
  43. vertex1_ = vertex1;
  44. vertex2_ = vertex2;
  45. MarkNetworkUpdate();
  46. RecreateFixture();
  47. }
  48. void CollisionEdge2D::ApplyNodeWorldScale()
  49. {
  50. RecreateFixture();
  51. }
  52. void CollisionEdge2D::RecreateFixture()
  53. {
  54. ReleaseFixture();
  55. Vector2 worldScale(cachedWorldScale_.x_, cachedWorldScale_.y_);
  56. edgeShape_.SetTwoSided(ToB2Vec2(vertex1_ * worldScale), ToB2Vec2(vertex2_ * worldScale));
  57. CreateFixture();
  58. }
  59. }