刚体
const static std::string COMPONENT_NAME; /** * 创建一个body * mass 默认是 1.0 * moment 默认是 200 */ static PhysicsBody* create(); /** * 创建一个body * @param mass 质量 */ static PhysicsBody* create(float mass); /** * 创建一个body * @param mass 质量 * @param moment This body's moment. */ static PhysicsBody* create(float mass, float moment); /** * 创建一个shape为圆形的body * @param radius 半径 * @param material 材料 * @param offset body坐标系中, body的重力中心的偏移量 */ static PhysicsBody* createCircle(float radius, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Vec2& offset = Vec2::ZERO); /** * 四边形的body * @param size 宽高 * @param material 材料 * @param offset边缘相对于body中心点位置的偏移 */ static PhysicsBody* createBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Vec2& offset = Vec2::ZERO); /** * @brief 创建一个多边形刚体 * @param points 点数组 * @param count 点的个数 * @param material 材料 * @param offset 边缘偏移 */ static PhysicsBody* createPolygon(const Vec2* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, const Vec2& offset = Vec2::ZERO); /** * 创建一个不受重力影响的线状刚体 * @param a 边缘开始位置 * @param b 边缘结束位置 * @param material 材料 * @param border 边缘宽 */ static PhysicsBody* createEdgeSegment(const Vec2& a, const Vec2& b, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); /** * 创建一个不受重力四边形刚体 * @param size 宽高 * @param material 材料 * @param border 边界宽 * @param offset 边缘相对于body中心点位置的便宜 */ static PhysicsBody* createEdgeBox(const Size& size, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1, const Vec2& offset = Vec2::ZERO); /** * 创建不受重力多边形刚体 * @param points 多边形的顶点存放在Point array[ ]中 示例:Point array[ ]={ point(1,1),point(2,2)} 注意:顶点必须按顺时针存放,并且图形为凸状,不能是凹的 * @param count 多少个点 * @param material 材料 * @param border 边界宽 */ static PhysicsBody* createEdgePolygon(const Vec2* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); /** * 创建不受重力链条型刚体 * * @param points 点的数组 * @param count 点的数量 * @param material材料 * @param border 边界宽 */ static PhysicsBody* createEdgeChain(const Vec2* points, int count, const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT, float border = 1); /** * @brief 添加一个shape * @param shape 添加的对象 * @param 值为true时,shape的mass和moment将加到body中, 默认是true */ virtual PhysicsShape* addShape(PhysicsShape* shape, bool addMassAndMoment = true); /** * @brief 移除shape * @param shape 对象 * @param 默认值为true, 移除时将减去shape的mass和moment */ void removeShape(PhysicsShape* shape, bool reduceMassAndMoment = true); /** * @brief 移除shape * @param tag shape的tag值 */ void removeShape(int tag, bool reduceMassAndMoment = true); /** * 移除所有的shape */ void removeAllShapes(bool reduceMassAndMoment = true); /** * 获取body中所有的shape */ inline const Vector<PhysicsShape*>& getShapes() const { return _shapes; } /** * 根据tag值获取body中的shape */ PhysicsShape* getShape(int tag) const; /** * Applies a continuous force to body. * * @param force The force is applies to this body. * @param offset A Vec2 object, it is the offset from the body's center of gravity in world coordinates. */ virtual void applyForce(const Vec2& force, const Vec2& offset = Vec2::ZERO); /** * reset all the force applied to body. */ virtual void resetForces(); /** * Applies a immediate force to body. * * @param impulse The impulse is applies to this body. * @param offset A Vec2 object, it is the offset from the body's center of gravity in world coordinates. */ virtual void applyImpulse(const Vec2& impulse, const Vec2& offset = Vec2::ZERO); /** * Applies a torque force to body. * * @param torque The torque is applies to this body. */ virtual void applyTorque(float torque); /** * Set the velocity of a body. * * @param velocity The velocity is set to this body. */ virtual void setVelocity(const Vec2& velocity); /** Get the velocity of a body. */ virtual Vec2 getVelocity(); /** * Set the angular velocity of a body. * * @param velocity The angular velocity is set to this body. */ virtual void setAngularVelocity(float velocity); /** Get the angular velocity of a body at a local point.*/ virtual Vec2 getVelocityAtLocalPoint(const Vec2& point); /** get the angular velocity of a body at a world point */ virtual Vec2 getVelocityAtWorldPoint(const Vec2& point); /** get the angular velocity of a body */ virtual float getAngularVelocity(); /** set the max of velocity */ virtual void setVelocityLimit(float limit); /** get the max of velocity */ virtual float getVelocityLimit(); /** set the max of angular velocity */ virtual void setAngularVelocityLimit(float limit); /** get the max of angular velocity */ virtual float getAngularVelocityLimit(); /** remove the body from the world it added to */ void removeFromWorld(); /** get the world body added to. */ inline PhysicsWorld* getWorld() const { return _world; } /** get all joints the body have */ inline const std::vector<PhysicsJoint*>& getJoints() const { return _joints; } /** get the node the body set to. */ Node* getNode() const { return _owner; } /** * A mask that defines which categories this physics body belongs to. * * Every physics body in a scene can be assigned to up to 32 different categories, each corresponding to a bit in the bit mask. You define the mask values used in your game. In conjunction with the collisionBitMask and contactTestBitMask properties, you define which physics bodies interact with each other and when your game is notified of these interactions. * @param bitmask An integer number, the default value is 0xFFFFFFFF (all bits set). */ void setCategoryBitmask(int bitmask); /** * A mask that defines which categories of bodies cause intersection notifications with this physics body. * * When two bodies share the same space, each body's category mask is tested against the other body's contact mask by performing a logical AND operation. If either comparison results in a non-zero value, an PhysicsContact object is created and passed to the physics world’s delegate. For best performance, only set bits in the contacts mask for interactions you are interested in. * @param bitmask An integer number, the default value is 0x00000000 (all bits cleared). */ void setContactTestBitmask(int bitmask); /** * A mask that defines which categories of physics bodies can collide with this physics body. * * When two physics bodies contact each other, a collision may occur. This body's collision mask is compared to the other body's category mask by performing a logical AND operation. If the result is a non-zero value, then this body is affected by the collision. Each body independently chooses whether it wants to be affected by the other body. For example, you might use this to avoid collision calculations that would make negligible changes to a body's velocity. * @param bitmask An integer number, the default value is 0xFFFFFFFF (all bits set). */ void setCollisionBitmask(int bitmask); /** * Return bitmask of first shape. * * @return If there is no shape in body, return default value.(0xFFFFFFFF) */ int getCategoryBitmask() const; /** * Return bitmask of first shape. * * @return If there is no shape in body, return default value.(0x00000000) */ int getContactTestBitmask() const; /** * Return bitmask of first shape. * * @return If there is no shape in body, return default value.(0xFFFFFFFF) */ int getCollisionBitmask() const; /** * Set the group of body. * * Collision groups let you specify an integral group index. You can have all fixtures with the same group index always collide (positive index) or never collide (negative index). * It have high priority than bit masks. */ void setGroup(int group); /** * Return group of first shape. * * @return If there is no shape in body, return default value.(0) */ int getGroup() const; /** get the body position. */ Vec2 getPosition() const; /** get the body rotation. */ float getRotation(); /** set body position offset, it's the position witch relative to node */ void setPositionOffset(const Vec2& position); /** get body position offset. */ const Vec2& getPositionOffset() const { return _positionOffset; } /** set body rotation offset, it's the rotation witch relative to node */ void setRotationOffset(float rotation); /** set the body rotation offset */ float getRotationOffset() const { return _rotationOffset; } /** * @brief Test the body is dynamic or not. * * A dynamic body will effect with gravity. */ inline bool isDynamic() const { return _dynamic; } /** * @brief Set dynamic to body. * * A dynamic body will effect with gravity. */ void setDynamic(bool dynamic); /** * @brief Set the body mass. * * @attention If you need add/subtract mass to body, don't use setMass(getMass() +/- mass), because the mass of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMass() instead. */ void setMass(float mass); /** Get the body mass. */ inline float getMass() const { return _mass; } /** * @brief Add mass to body. * * @param mass If _mass(mass of the body) == PHYSICS_INFINITY, it remains. * if mass == PHYSICS_INFINITY, _mass will be PHYSICS_INFINITY. * if mass == -PHYSICS_INFINITY, _mass will not change. * if mass + _mass <= 0, _mass will equal to MASS_DEFAULT(1.0) * other wise, mass = mass + _mass; */ void addMass(float mass); /** * @brief Set the body moment of inertia. * * @note If you need add/subtract moment to body, don't use setMoment(getMoment() +/- moment), because the moment of body may be equal to PHYSICS_INFINITY, it will cause some unexpected result, please use addMoment() instead. */ void setMoment(float moment); /** Get the body moment of inertia. */ inline float getMoment() const { return _moment; } /** * @brief Add moment of inertia to body. * * @param moment If _moment(moment of the body) == PHYSICS_INFINITY, it remains. * if moment == PHYSICS_INFINITY, _moment will be PHYSICS_INFINITY. * if moment == -PHYSICS_INFINITY, _moment will not change. * if moment + _moment <= 0, _moment will equal to MASS_DEFAULT(1.0) * other wise, moment = moment + _moment; */ void addMoment(float moment); /** get linear damping. */ inline float getLinearDamping() const { return _linearDamping; } /** * Set linear damping. * * it is used to simulate fluid or air friction forces on the body. * @param damping The value is 0.0f to 1.0f. */ inline void setLinearDamping(float damping) { _linearDamping = damping; updateDamping(); } /** Get angular damping. */ inline float getAngularDamping() const { return _angularDamping; } /** * Set angular damping. * * It is used to simulate fluid or air friction forces on the body. * @param damping The value is 0.0f to 1.0f. */ inline void setAngularDamping(float damping) { _angularDamping = damping; updateDamping(); } /** Whether the body is at rest. */ bool isResting() const; /** set body to rest */ void setResting(bool rest) const; /** * Set the enable value. * * If the body it isn't enabled, it will not has simulation by world. */ virtual void setEnabled(bool enable) override; /** Whether the body can rotation. */ inline bool isRotationEnabled() const { return _rotationEnabled; } /** Set the body is allow rotation or not */ void setRotationEnable(bool enable); /** Whether this physics body is affected by the physics world's gravitational force. */ inline bool isGravityEnabled() const { return _gravityEnabled; } /** Set the body is affected by the physics world's gravitational force or not. */ void setGravityEnable(bool enable); /** Get the body's tag. */ inline int getTag() const { return _tag; } /** set the body's tag. */ inline void setTag(int tag) { _tag = tag; } /** Convert the world point to local. */ Vec2 world2Local(const Vec2& point); /** Convert the local point to world. */ Vec2 local2World(const Vec2& point); /** Get the rigid body of chipmunk. */ cpBody* getCPBody() const { return _cpBody; } virtual void onEnter() override; virtual void onExit() override; virtual void onAdd() override; virtual void onRemove() override;