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- /****************************************************************************
- Copyright (c) 2015-2017 Chukong Technologies Inc.
-
- http://www.cocos2d-x.org
-
- 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.
- ****************************************************************************/
- #ifndef __PHYSICS_3D_COMPONENT_H__
- #define __PHYSICS_3D_COMPONENT_H__
- #include "base/ccConfig.h"
- #include "math/CCMath.h"
- #include "2d/CCComponent.h"
- #if CC_USE_3D_PHYSICS
- #if (CC_ENABLE_BULLET_INTEGRATION)
- NS_CC_BEGIN
- /**
- * @addtogroup _3d
- * @{
- */
- class Physics3DObject;
- class Physics3DWorld;
- /** @brief Physics3DComponent: A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body */
- class CC_DLL Physics3DComponent : public cocos2d::Component
- {
- friend class Physics3DWorld;
- public:
- enum class PhysicsSyncFlag
- {
- NONE = 0,
- NODE_TO_PHYSICS = 1, //align node transform to the physics
- PHYSICS_TO_NODE = 2, // align physics transform to the node
- NODE_AND_NODE = NODE_TO_PHYSICS | PHYSICS_TO_NODE, //pre simulation, align the physics object to the node and align the node transform according to physics object after simulation
- };
-
- CREATE_FUNC(Physics3DComponent);
- virtual ~Physics3DComponent();
- virtual bool init() override;
- /**
- * create Physics3DComponent
- * @param physicsObj pointer to a Physics object contain in the component
- * @param translateInPhysics offset that the owner node in the physics object's space
- * @param rotInPhsyics offset rotation that the owner node in the physics object's space
- * @return created Physics3DComponent
- */
- static Physics3DComponent* create(Physics3DObject* physicsObj, const cocos2d::Vec3& translateInPhysics = cocos2d::Vec3::ZERO, const cocos2d::Quaternion& rotInPhsyics = cocos2d::Quaternion::ZERO);
-
- /**
- * set Physics object to the component
- */
- void setPhysics3DObject(Physics3DObject* physicsObj);
-
- /**
- * get physics object
- */
- Physics3DObject* getPhysics3DObject() const { return _physics3DObj; }
-
- /**
- * get the component name, it is used to find whether it is Physics3DComponent
- */
- static std::string& getPhysics3DComponentName();
-
- /**
- * set it enable or not
- */
- virtual void setEnabled(bool b) override;
-
-
- virtual void onEnter() override;
- virtual void onExit() override;
-
- /**
- * add this component to physics world, called by scene
- */
- void addToPhysicsWorld(Physics3DWorld* world);
-
- /**
- * The node's transform in physics object space
- */
- void setTransformInPhysics(const cocos2d::Vec3& translateInPhysics, const cocos2d::Quaternion& rotInPhsyics);
-
- /**
- * synchronization between node and physics is time consuming, you can skip some synchronization using this function
- */
- void setSyncFlag(PhysicsSyncFlag syncFlag);
-
- /**
- * synchronize node transformation to physics
- */
- void syncNodeToPhysics();
-
- /**
- * synchronize physics transformation to node
- */
- void syncPhysicsToNode();
-
- CC_CONSTRUCTOR_ACCESS:
- Physics3DComponent();
-
- protected:
- void preSimulate();
-
- void postSimulate();
-
- cocos2d::Mat4 _transformInPhysics; //transform in physics space
- cocos2d::Mat4 _invTransformInPhysics;
-
- Physics3DObject* _physics3DObj;
- PhysicsSyncFlag _syncFlag;
- };
- // end of 3d group
- /// @}
- NS_CC_END
- #endif // CC_ENABLE_BULLET_INTEGRATION
- #endif //CC_USE_3D_PHYSICS
- #endif // __PHYSICS_3D_COMPONENT_H__
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