CCColliderDetector.cpp 13 KB

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  1. /****************************************************************************
  2. Copyright (c) 2013-2017 Chukong Technologies Inc.
  3. http://www.cocos2d-x.org
  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. The above copyright notice and this permission notice shall be included in
  11. all copies or substantial portions of the Software.
  12. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  13. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  14. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  15. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  16. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  17. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  18. THE SOFTWARE.
  19. ****************************************************************************/
  20. #include "editor-support/cocostudio/CCColliderDetector.h"
  21. #include "editor-support/cocostudio/CCBone.h"
  22. #include "editor-support/cocostudio/CCTransformHelp.h"
  23. using namespace cocos2d;
  24. namespace cocostudio {
  25. #if ENABLE_PHYSICS_BOX2D_DETECT
  26. ColliderFilter::ColliderFilter(uint16 categoryBits, uint16 maskBits, int16 groupIndex)
  27. : _categoryBits(categoryBits)
  28. , _maskBits(maskBits)
  29. , _groupIndex(groupIndex)
  30. {
  31. }
  32. void ColliderFilter::updateShape(b2Fixture *fixture)
  33. {
  34. b2Filter filter;
  35. filter.categoryBits = _categoryBits;
  36. filter.groupIndex = _groupIndex;
  37. filter.maskBits = _maskBits;
  38. fixture->SetFilterData(filter);
  39. }
  40. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  41. ColliderFilter::ColliderFilter(cpCollisionType collisionType, cpGroup group)
  42. : _collisionType(collisionType)
  43. , _group(group)
  44. {
  45. }
  46. void ColliderFilter::updateShape(cpShape *shape)
  47. {
  48. shape->collision_type = _collisionType;
  49. shape->group = _group;
  50. }
  51. #endif
  52. #if ENABLE_PHYSICS_BOX2D_DETECT
  53. ColliderBody::ColliderBody(ContourData *contourData)
  54. : _fixture(nullptr)
  55. , _contourData(contourData)
  56. {
  57. CC_SAFE_RETAIN(_contourData);
  58. _filter = new (std::nothrow) ColliderFilter();
  59. #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  60. _calculatedVertexList = Array::create();
  61. CC_SAFE_RETAIN(_calculatedVertexList);
  62. #endif
  63. }
  64. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  65. ColliderBody::ColliderBody(ContourData *contourData)
  66. : _shape(nullptr)
  67. , _contourData(contourData)
  68. {
  69. CC_SAFE_RETAIN(_contourData);
  70. _filter = new (std::nothrow) ColliderFilter();
  71. #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  72. _calculatedVertexList = Array::create();
  73. CC_SAFE_RETAIN(_calculatedVertexList);
  74. #endif
  75. }
  76. #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  77. ColliderBody::ColliderBody(ContourData *contourData)
  78. : _contourData(contourData)
  79. {
  80. CC_SAFE_RETAIN(_contourData);
  81. }
  82. #endif
  83. ColliderBody::~ColliderBody()
  84. {
  85. CC_SAFE_RELEASE(_contourData);
  86. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  87. CC_SAFE_DELETE(_filter);
  88. #endif
  89. }
  90. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  91. void ColliderBody::setColliderFilter(ColliderFilter *filter)
  92. {
  93. *_filter = *filter;
  94. }
  95. ColliderFilter *ColliderBody::getColliderFilter()
  96. {
  97. return _filter;
  98. }
  99. #endif
  100. ColliderDetector *ColliderDetector::create()
  101. {
  102. ColliderDetector *pColliderDetector = new (std::nothrow) ColliderDetector();
  103. if (pColliderDetector && pColliderDetector->init())
  104. {
  105. pColliderDetector->autorelease();
  106. return pColliderDetector;
  107. }
  108. CC_SAFE_DELETE(pColliderDetector);
  109. return nullptr;
  110. }
  111. ColliderDetector *ColliderDetector::create(Bone *bone)
  112. {
  113. ColliderDetector *pColliderDetector = new (std::nothrow) ColliderDetector();
  114. if (pColliderDetector && pColliderDetector->init(bone))
  115. {
  116. pColliderDetector->autorelease();
  117. return pColliderDetector;
  118. }
  119. CC_SAFE_DELETE(pColliderDetector);
  120. return nullptr;
  121. }
  122. ColliderDetector::ColliderDetector()
  123. : _active(false)
  124. {
  125. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  126. _body = nullptr;
  127. _filter = nullptr;
  128. #endif
  129. }
  130. ColliderDetector::~ColliderDetector()
  131. {
  132. _colliderBodyList.clear();
  133. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  134. CC_SAFE_DELETE(_filter);
  135. #endif
  136. }
  137. bool ColliderDetector::init()
  138. {
  139. _colliderBodyList.clear();
  140. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  141. _filter = new (std::nothrow) ColliderFilter();
  142. #endif
  143. return true;
  144. }
  145. bool ColliderDetector::init(Bone *bone)
  146. {
  147. init();
  148. setBone(bone);
  149. return true;
  150. }
  151. void ColliderDetector::addContourData(ContourData *contourData)
  152. {
  153. ColliderBody *colliderBody = new (std::nothrow) ColliderBody(contourData);
  154. _colliderBodyList.pushBack(colliderBody);
  155. colliderBody->release();
  156. #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  157. std::vector<Vec2> &calculatedVertexList = colliderBody->_calculatedVertexList;
  158. unsigned long num = contourData->vertexList.size();
  159. for (unsigned long i = 0; i < num; i++)
  160. {
  161. calculatedVertexList.push_back(Vec2());
  162. }
  163. #endif
  164. }
  165. void ColliderDetector::addContourDataList(cocos2d::Vector<ContourData*> &contourDataList)
  166. {
  167. for (const auto &contourData : contourDataList)
  168. {
  169. this->addContourData(contourData);
  170. }
  171. }
  172. void ColliderDetector::removeContourData(ContourData *contourData)
  173. {
  174. std::vector<ColliderBody*> eraseList;
  175. for (const auto &body : _colliderBodyList)
  176. {
  177. if (body && body->getContourData() == contourData)
  178. {
  179. eraseList.push_back(body);
  180. }
  181. }
  182. for (const auto &body : eraseList)
  183. {
  184. this->_colliderBodyList.eraseObject(body);
  185. }
  186. }
  187. void ColliderDetector::removeAll()
  188. {
  189. _colliderBodyList.clear();
  190. }
  191. void ColliderDetector::setActive(bool active)
  192. {
  193. if (_active == active)
  194. {
  195. return;
  196. }
  197. _active = active;
  198. #if ENABLE_PHYSICS_BOX2D_DETECT
  199. if (_body)
  200. {
  201. if (active)
  202. {
  203. setBody(_body);
  204. }
  205. else
  206. {
  207. for(auto& object : _colliderBodyList)
  208. {
  209. ColliderBody *colliderBody = (ColliderBody *)object;
  210. b2Fixture *fixture = colliderBody->getB2Fixture();
  211. _body->DestroyFixture(fixture);
  212. colliderBody->setB2Fixture(nullptr);
  213. }
  214. }
  215. }
  216. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  217. if (_body)
  218. {
  219. if (_active)
  220. {
  221. for(auto& object : _colliderBodyList)
  222. {
  223. ColliderBody *colliderBody = (ColliderBody *)object;
  224. cpShape *shape = colliderBody->getShape();
  225. if(shape->space_private == nullptr)
  226. {
  227. cpSpaceAddShape(_body->space_private, shape);
  228. }
  229. }
  230. }
  231. else
  232. {
  233. for(auto& object : _colliderBodyList)
  234. {
  235. ColliderBody *colliderBody = (ColliderBody *)object;
  236. cpShape *shape = colliderBody->getShape();
  237. if (shape->space_private != nullptr)
  238. {
  239. cpSpaceRemoveShape(_body->space_private, shape);
  240. }
  241. }
  242. }
  243. }
  244. #endif
  245. }
  246. bool ColliderDetector::getActive()
  247. {
  248. return _active;
  249. }
  250. const cocos2d::Vector<ColliderBody*>& ColliderDetector::getColliderBodyList()
  251. {
  252. return _colliderBodyList;
  253. }
  254. #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
  255. void ColliderDetector::setColliderFilter(ColliderFilter *filter)
  256. {
  257. *_filter = *filter;
  258. for(auto& object : _colliderBodyList)
  259. {
  260. ColliderBody *colliderBody = (ColliderBody *)object;
  261. colliderBody->setColliderFilter(filter);
  262. #if ENABLE_PHYSICS_BOX2D_DETECT
  263. if (colliderBody->getB2Fixture())
  264. {
  265. colliderBody->getColliderFilter()->updateShape(colliderBody->getB2Fixture());
  266. }
  267. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  268. if (colliderBody->getShape())
  269. {
  270. colliderBody->getColliderFilter()->updateShape(colliderBody->getShape());
  271. }
  272. #endif
  273. }
  274. }
  275. ColliderFilter *ColliderDetector::getColliderFilter()
  276. {
  277. return _filter;
  278. }
  279. #endif
  280. Vec2 helpPoint;
  281. void ColliderDetector::updateTransform(Mat4 &t)
  282. {
  283. if (!_active)
  284. {
  285. return;
  286. }
  287. for(auto& object : _colliderBodyList)
  288. {
  289. ColliderBody *colliderBody = (ColliderBody *)object;
  290. ContourData *contourData = colliderBody->getContourData();
  291. #if ENABLE_PHYSICS_BOX2D_DETECT
  292. b2PolygonShape *shape = nullptr;
  293. if (_body != nullptr)
  294. {
  295. shape = (b2PolygonShape *)colliderBody->getB2Fixture()->GetShape();
  296. }
  297. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  298. cpPolyShape *shape = nullptr;
  299. if (_body != nullptr)
  300. {
  301. shape = (cpPolyShape *)colliderBody->getShape();
  302. }
  303. #endif
  304. unsigned long num = contourData->vertexList.size();
  305. std::vector<cocos2d::Vec2> &vs = contourData->vertexList;
  306. #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  307. std::vector<cocos2d::Vec2> &cvs = colliderBody->_calculatedVertexList;
  308. #endif
  309. for (unsigned long i = 0; i < num; i++)
  310. {
  311. helpPoint.setPoint( vs.at(i).x, vs.at(i).y);
  312. helpPoint = PointApplyTransform(helpPoint, t);
  313. #if ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
  314. cvs.at(i).x = helpPoint.x;
  315. cvs.at(i).y = helpPoint.y;
  316. #endif
  317. #if ENABLE_PHYSICS_BOX2D_DETECT
  318. if (shape != nullptr)
  319. {
  320. b2Vec2 &bv = shape->m_vertices[i];
  321. bv.Set(helpPoint.x / PT_RATIO, helpPoint.y / PT_RATIO);
  322. }
  323. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  324. if (shape != nullptr)
  325. {
  326. cpVect v ;
  327. v.x = helpPoint.x;
  328. v.y = helpPoint.y;
  329. shape->verts[i] = v;
  330. }
  331. #endif
  332. }
  333. #if ENABLE_PHYSICS_CHIPMUNK_DETECT
  334. cpConvexHull((int)num, shape->verts, nullptr, nullptr, 0);
  335. for (unsigned long i = 0; i < num; i++)
  336. {
  337. cpVect b = shape->verts[(i + 1) % shape->numVerts];
  338. cpVect n = cpvnormalize(cpvperp(cpvsub(b, shape->verts[i])));
  339. shape->planes[i].n = n;
  340. shape->planes[i].d = cpvdot(n, shape->verts[i]);
  341. }
  342. #endif
  343. }
  344. }
  345. #if ENABLE_PHYSICS_BOX2D_DETECT
  346. void ColliderDetector::setBody(b2Body *pBody)
  347. {
  348. _body = pBody;
  349. for(auto& object : _colliderBodyList)
  350. {
  351. ColliderBody *colliderBody = (ColliderBody *)object;
  352. ContourData *contourData = colliderBody->getContourData();
  353. b2Vec2 *b2bv = new (std::nothrow) b2Vec2[contourData->vertexList.size()];
  354. int i = 0;
  355. for(auto& v : contourData->vertexList)
  356. {
  357. b2bv[i].Set(v.x / PT_RATIO, v.y / PT_RATIO);
  358. i++;
  359. }
  360. b2PolygonShape polygon;
  361. polygon.Set(b2bv, (int)contourData->vertexList.size());
  362. CC_SAFE_DELETE(b2bv);
  363. b2FixtureDef fixtureDef;
  364. fixtureDef.shape = &polygon;
  365. fixtureDef.isSensor = true;
  366. b2Fixture *fixture = _body->CreateFixture(&fixtureDef);
  367. fixture->SetUserData(_bone);
  368. if (colliderBody->getB2Fixture() != nullptr)
  369. {
  370. _body->DestroyFixture(colliderBody->getB2Fixture());
  371. }
  372. colliderBody->setB2Fixture(fixture);
  373. colliderBody->getColliderFilter()->updateShape(fixture);
  374. }
  375. }
  376. b2Body *ColliderDetector::getBody() const
  377. {
  378. return _body;
  379. }
  380. #elif ENABLE_PHYSICS_CHIPMUNK_DETECT
  381. void ColliderDetector::setBody(cpBody *pBody)
  382. {
  383. _body = pBody;
  384. for(auto& object : _colliderBodyList)
  385. {
  386. ColliderBody *colliderBody = (ColliderBody *)object;
  387. ContourData *contourData = colliderBody->getContourData();
  388. ssize_t num = contourData->vertexList.size();
  389. auto vs = contourData->vertexList;
  390. cpVect *verts = new (std::nothrow) cpVect[num];
  391. for (int i = 0; i < num; i++)
  392. {
  393. verts[num - 1 - i].x = vs.at(i).x;
  394. verts[num - 1 - i].y = vs.at(i).y;
  395. }
  396. cpShape *shape = cpPolyShapeNew(_body, (int)num, verts, cpvzero);
  397. shape->sensor = true;
  398. shape->data = _bone;
  399. if (_active)
  400. {
  401. cpSpaceAddShape(_body->space_private, shape);
  402. }
  403. colliderBody->setShape(shape);
  404. colliderBody->getColliderFilter()->updateShape(shape);
  405. delete []verts;
  406. }
  407. }
  408. cpBody *ColliderDetector::getBody() const
  409. {
  410. return _body;
  411. }
  412. #endif
  413. }