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#pragma once
#if ENABLE_2D_PHYSICS || DOXYGEN
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/GameCode/Behaviour.h"
#include "Runtime/Math/Quaternion.h"
#include "Runtime/Math/Vector2.h"
#include "Runtime/Math/Vector3.h"
#include "Runtime/Utilities/dynamic_array.h"
#include "External/Box2D/Box2D/Box2D.h"
class Rigidbody2D;
class Transform;
class Matrix4x4f;
class PhysicsMaterial2D;
// --------------------------------------------------------------------------
class Collider2D : public Behaviour
{
public:
typedef dynamic_array<b2Fixture*> FixtureArray;
public:
REGISTER_DERIVED_ABSTRACT_CLASS (Collider2D, Behaviour)
DECLARE_OBJECT_SERIALIZE (Collider2D)
Collider2D (MemLabelId label, ObjectCreationMode mode);
// virtual ~Collider2D (); declared-by-macro
static void InitializeClass ();
static void CleanupClass () {}
virtual void Reset ();
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
virtual void Deactivate (DeactivateOperation operation);
void Cleanup ();
// Colliders are recreated when deleting a rigibody component from existing game object;
// since colliders now have to be attached to the "static body". Old RigidBody2D component
// is not destroyed at this point yet, and thus it should be ignored when finding which
// RB to attach colliders to.
void RecreateCollider (const Rigidbody2D* ignoreRigidbody);
virtual void AddToManager ();
virtual void RemoveFromManager ();
void SetIsTrigger (bool trigger);
bool GetIsTrigger () const { return m_IsTrigger; }
PPtr<PhysicsMaterial2D> GetMaterial ();
void SetMaterial (PPtr<PhysicsMaterial2D> material);
bool OverlapPoint (const Vector2f& point) const;
// Shapes.
inline int GetShapeCount() const { return m_Shapes.size(); }
const b2Fixture* GetShape() const { return (m_Shapes.size() ? m_Shapes[0] : 0); }
b2Fixture* GetShape() { return (m_Shapes.size() ? m_Shapes[0] : 0); }
const FixtureArray& GetShapes() const { return m_Shapes; }
FixtureArray& GetShapes() { return m_Shapes; }
Rigidbody2D* GetRigidbody ();
void TransformChanged (int changeMask);
protected:
virtual void Create (const Rigidbody2D* ignoreRigidbody = NULL) = 0;
void FinalizeCreate (b2FixtureDef& def, b2Body* body, const dynamic_array<b2Shape*>* shapes = 0);
void CalculateColliderTransformation (const Rigidbody2D* ignoreRigidbody, b2Body** attachedBody, Matrix4x4f& matrix);
bool HasLocalTransformChanged () const;
void UpdateLocalTransform ();
protected:
PPtr<PhysicsMaterial2D> m_Material;
bool m_IsTrigger;
bool m_IsStaticBody;
FixtureArray m_Shapes;
private:
Vector3f m_LocalPosition;
Quaternionf m_LocalRotation;
bool m_LocalTransformInitialized;
};
#endif
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