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collisionobject.cpp
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collisionobject.cpp
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#include "collisionobject.h"
CollisionObject::CollisionObject(b2World *w)
: world(w)
, body(NULL)
{
}
CollisionObject::~CollisionObject()
{
if (world && body)
{
world->DestroyBody(body);
}
body = NULL;
world = NULL;
}
void CollisionObject::Update(f32 dt)
{
}
void CollisionObject::Render()
{
#if DEBUG
//pRendererDevice->DrawRect(this->GetX(), this->GetY(), this->GetWidth(), this->GetHeight(), PIXEL_COLOR(255, 0, 255, 255));
#endif
/*
if (body)
{
b2Vec2 pos = body->GetPosition();
if (body->GetType() == b2_dynamicBody)
{
pRendererDevice->DrawRect(pos.x * PIXEL2METER - GetWidth() * 0.5f, pos.y * PIXEL2METER * -1.0f - GetHeight() * 0.5f, GetWidth(), GetHeight(), PIXEL_COLOR(0, 255, 0, 255));
}
else
{
pRendererDevice->DrawRect(pos.x * PIXEL2METER - GetWidth() * 0.5f, pos.y * PIXEL2METER * -1.0f - GetHeight() * 0.5f, GetWidth(), GetHeight(), PIXEL_COLOR(0, 0, 255, 255));
}
pRendererDevice->DrawRect(pos.x * PIXEL2METER - 5.0f * pixelX, pos.y * PIXEL2METER * -1.0f - 5.0f * pixelY, pixelX * 10.0f, pixelY * 10.0f, PIXEL_COLOR(255, 255, 0, 255), true);
}
else
{
pRendererDevice->DrawRect(GetX(), GetY(), GetWidth(), GetHeight(), PIXEL_COLOR(255, 0, 0, 255));
}
*/
}
void CollisionObject::CreateDinamycBody(f32 x, f32 y, f32 width, f32 height, u16 category, u16 mask)
{
this->CreateBody(x, y, width, height, true, category, mask);
}
void CollisionObject::CreateStaticBody(f32 x, f32 y, f32 width, f32 height)
{
this->CreateBody(x, y, width, height, false);
}
void CollisionObject::CreateBody(f32 x, f32 y, f32 width, f32 height, bool dynamic, u16 category, u16 mask)
{
f32 sizeX = pScreen->GetWidth() * PIXEL2METER;
f32 sizeY = pScreen->GetHeight() * PIXEL2METER;
f32 b2x = x * pScreen->GetWidth() / sizeX;
f32 b2y = -(y * pScreen->GetHeight() / sizeY);
f32 b2w = width * pScreen->GetWidth() / sizeX;
f32 b2h = height * pScreen->GetHeight() / sizeY;
if (dynamic)
{
bodyDef.type = b2_dynamicBody;
}
else
{
bodyDef.type = b2_staticBody;
}
bodyDef.position.Set(b2x + b2w * 0.5f, b2y + b2h * 0.5f);
bodyDef.fixedRotation = true;
if (!body)
{
body = world->CreateBody(&bodyDef);
}
else
{
body->SetType(b2_dynamicBody);
}
shape.SetAsBox(b2w * BOXSIZE, b2h * BOXSIZE);
fixtureDef.shape = &shape;
if (dynamic)
{
fixtureDef.density = 0.0f;
fixtureDef.friction = 0.0f;
fixtureDef.restitution = 0.3f;
fixtureDef.filter.categoryBits = category;
fixtureDef.filter.maskBits = mask;
}
else
{
fixtureDef.density = 0.0f;
fixtureDef.friction = 0.05f;
fixtureDef.restitution = 0.0f;
fixtureDef.filter.categoryBits = COLLISION_GROUND;
fixtureDef.filter.maskBits = COLLISION_ALL;
}
body->CreateFixture(&fixtureDef);
}