blob: 772bf0d5e0ffbf91e9d08e84cb64fc53f559b676 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
|
#include "UnityPrefix.h"
#if ENABLE_2D_PHYSICS && ENABLE_SPRITECOLLIDER
#include "Runtime/Physics2D/SpriteCollider2D.h"
#include "Runtime/Physics2D/RigidBody2D.h"
#include "Runtime/Physics2D/Physics2DManager.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/Filters/Mesh/SpriteRenderer.h"
#include "External/Box2D/Box2D/Box2D.h"
#include "External/libtess2/libtess2/tesselator.h"
PROFILER_INFORMATION(gPhysics2DProfileSpriteColliderCreate, "Physics2D.SpriteColliderCreate", kProfilerPhysics)
PROFILER_INFORMATION(gPhysics2DProfileSpriteColliderDecomposition, "Physics2D.SpriteColliderDecomposition", kProfilerPhysics)
IMPLEMENT_CLASS_INIT_ONLY (SpriteCollider2D)
IMPLEMENT_OBJECT_SERIALIZE (SpriteCollider2D)
// --------------------------------------------------------------------------
static Polygon2D gEmptyPolygon2D;
void SpriteCollider2D::InitializeClass()
{
gEmptyPolygon2D.Clear();
}
SpriteCollider2D::SpriteCollider2D (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
{
}
SpriteCollider2D::~SpriteCollider2D ()
{
}
template<class TransferFunction>
void SpriteCollider2D::Transfer (TransferFunction& transfer)
{
Super::Transfer (transfer);
TRANSFER (m_Sprite);
}
void SpriteCollider2D::Reset ()
{
Super::Reset ();
m_Sprite = NULL;
}
void SpriteCollider2D::SmartReset ()
{
Super::SmartReset ();
#if UNITY_EDITOR
GameObject* go = GetGameObjectPtr();
if (go)
{
SpriteRenderer* sr = go->QueryComponent(SpriteRenderer);
if (sr)
m_Sprite = sr->GetSprite();
}
#endif
}
void SpriteCollider2D::SetSprite(PPtr<Sprite> sprite)
{
if (m_Sprite != sprite)
{
m_Sprite = sprite;
Create();
SetDirty();
}
}
const Polygon2D& SpriteCollider2D::GetPoly() const
{
return m_Sprite.IsNull() ? gEmptyPolygon2D : m_Sprite->GetPoly();
}
#endif // #if ENABLE_2D_PHYSICS
|