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COCOS2DX:B2Sprite extension Sprite
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 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.
*/
#include "B2Sprite.h"
#include "support/CCPointExtension.h"
#include "Box2D/Box2D.h"
B2Sprite::B2Sprite()
: m_bIgnoreBodyRotation(false)
, m_pB2Body(NULL)
, m_fPTMRatio(0.0f)
{}
B2Sprite* B2Sprite::create()
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::createWithTexture(CCTexture2D *pTexture)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::createWithTexture(CCTexture2D *pTexture, const CCRect& rect)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::createWithSpriteFrame(CCSpriteFrame *pSpriteFrame)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::create(const char *pszFileName)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
B2Sprite* B2Sprite::create(const char *pszFileName, const CCRect& rect)
{
B2Sprite* pRet = new B2Sprite();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then nodeToParentTransform won't be called.
bool B2Sprite::isDirty()
{
return true;
}
bool B2Sprite::isIgnoreBodyRotation() const
{
return m_bIgnoreBodyRotation;
}
void B2Sprite::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
m_bIgnoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const CCPoint& B2Sprite::getPosition()
{
updatePosFromPhysics();
return CCNode::getPosition();
}
void B2Sprite::getPosition(float* x, float* y)
{
updatePosFromPhysics();
return CCNode::getPosition(x, y);
}
float B2Sprite::getPositionX()
{
updatePosFromPhysics();
return m_obPosition.x;
}
float B2Sprite::getPositionY()
{
updatePosFromPhysics();
return m_obPosition.y;
}
b2Body* B2Sprite::getB2Body() const
{
return m_pB2Body;
}
void B2Sprite::setB2Body(b2Body *pBody)
{
m_pB2Body = pBody;
pBody->SetUserData(this);
}
float B2Sprite::getPTMRatio() const
{
return m_fPTMRatio;
}
void B2Sprite::setPTMRatio(float fRatio)
{
m_fPTMRatio = fRatio;
}
// Override the setters and getters to always reflect the body's properties.
void B2Sprite::updatePosFromPhysics()
{
b2Vec2 pos = m_pB2Body->GetPosition();
float x = pos.x * m_fPTMRatio;
float y = pos.y * m_fPTMRatio;
m_obPosition = ccp(x,y);
}
void B2Sprite::setPosition(const CCPoint &pos)
{
float angle = m_pB2Body->GetAngle();
m_pB2Body->SetTransform(b2Vec2(pos.x / m_fPTMRatio, pos.y / m_fPTMRatio), angle);
}
float B2Sprite::getRotation()
{
return (m_bIgnoreBodyRotation ? CCSprite::getRotation() :
CC_RADIANS_TO_DEGREES(m_pB2Body->GetAngle()));
}
void B2Sprite::setRotation(float fRotation)
{
if (m_bIgnoreBodyRotation)
{
CCSprite::setRotation(fRotation);
}
else
{
b2Vec2 p = m_pB2Body->GetPosition();
float radians = CC_DEGREES_TO_RADIANS(fRotation);
m_pB2Body->SetTransform(p, radians);
}
}
// returns the transform matrix according the Box2D Body values
CCAffineTransform B2Sprite::nodeToParentTransform()
{
b2Vec2 pos = m_pB2Body->GetPosition();
float x = pos.x * m_fPTMRatio;
float y = pos.y * m_fPTMRatio;
if (m_bIgnoreAnchorPointForPosition)
{
x += m_obAnchorPointInPoints.x;
y += m_obAnchorPointInPoints.y;
}
// Make matrix
float radians = m_pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
if (!m_obAnchorPointInPoints.equals(CCPointZero))
{
x += ((c * -m_obAnchorPointInPoints.x * m_fScaleX) + (-s * -m_obAnchorPointInPoints.y * m_fScaleY));
y += ((s * -m_obAnchorPointInPoints.x * m_fScaleX) + (c * -m_obAnchorPointInPoints.y * m_fScaleY));
}
// Rot, Translate Matrix
m_sTransform = CCAffineTransformMake( c * m_fScaleX, s * m_fScaleX,
-s * m_fScaleY, c * m_fScaleY,
x, y );
return m_sTransform;
}
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 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 __PHYSICSNODES_CCPHYSICSSPRITE_H__
#define __PHYSICSNODES_CCPHYSICSSPRITE_H__
#include "cocos2d.h"
#include "ExtensionMacros.h"
USING_NS_CC;
class b2Body;
/** A CCSprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
* @js NA
* @lua NA
*/
class B2Sprite : public CCSprite
{
protected:
bool m_bIgnoreBodyRotation;
b2Body *m_pB2Body;
// Pixels to Meters ratio
float m_fPTMRatio;
public:
B2Sprite();
static B2Sprite* create();
/** Creates an sprite with a texture.
The rect used will be the size of the texture.
The offset will be (0,0).
*/
static B2Sprite* createWithTexture(CCTexture2D *pTexture);
/** Creates an sprite with a texture and a rect.
The offset will be (0,0).
*/
static B2Sprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
/** Creates an sprite with an sprite frame. */
static B2Sprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
/** Creates an sprite with an sprite frame name.
An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
If the CCSpriteFrame doesn't exist it will raise an exception.
@since v0.9
*/
static B2Sprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
/** Creates an sprite with an image filename.
The rect used will be the size of the image.
The offset will be (0,0).
*/
static B2Sprite* create(const char *pszFileName);
/** Creates an sprite with an image filename and a rect.
The offset will be (0,0).
*/
static B2Sprite* create(const char *pszFileName, const CCRect& rect);
virtual bool isDirty();
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
virtual const CCPoint& getPosition();
virtual void getPosition(float* x, float* y);
virtual float getPositionX();
virtual float getPositionY();
virtual void setPosition(const CCPoint &position);
virtual float getRotation();
virtual void setRotation(float fRotation);
virtual CCAffineTransform nodeToParentTransform();
/** Body accessor when using box2d */
b2Body* getB2Body() const;
void setB2Body(b2Body *pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
protected:
void updatePosFromPhysics();
};
#endif // __PHYSICSNODES_CCPHYSICSSPRITE_H__
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