cocos2d-x节点(CCPhysicsShape.h)API
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cocos2d-x节点(CCPhysicsShape.h)API
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///cocos2d-x-3.0alpha0/cocos2dx/physics//模拟现实世界的形状,圆形,链形,段状,对变形.....#include "CCPhysicsSetting.h"#ifdef CC_USE_PHYSICS#ifndef __CCPHYSICS_SHAPE_H__#define __CCPHYSICS_SHAPE_H__#include "cocoa/CCObject.h"#include "cocoa/CCGeometry.h"NS_CC_BEGINclass PhysicsShapeInfo;class PhysicsBody;class PhysicsBodyInfo;/** * @brief body 的形状. 你不应该直接创建 PhysicsWorld 对象; 相反,你可以从一个 Scene 对象里面得到它. */class PhysicsShape : public Object{public: enum class Type { UNKNOWN, CIRCLE, BOX, POLYGEN, EDGESEGMENT, EDGEBOX, EDGEPOLYGEN, EDGECHAIN, }; public: inline PhysicsBody* getBody(){ return _body; } inline Type getType() { return _type; } protected: bool init(PhysicsBody* body, Type type); /** * @brief PhysicsShape 是 PhysicsBody's 的朋友类 class, 但是所有的子类不是.所以这种方法用于子类从 PhysicsBody 获取 bodyInfo.. */ PhysicsBodyInfo* bodyInfo() const; void addToBody(); protected: PhysicsShape(); virtual ~PhysicsShape() = 0; protected: PhysicsBody* _body; PhysicsShapeInfo* _info; Type _type; friend class PhysicsWorld; friend class PhysicsBody;};/** A circle shape */ //一个圆形状class PhysicsShapeCircle : public PhysicsShape{protected: static PhysicsShapeCircle* create(PhysicsBody* body, float radius, Point offset = Point(0, 0)); bool init(PhysicsBody* body, float radius, Point offset = Point(0, 0)); protected: PhysicsShapeCircle(); virtual ~PhysicsShapeCircle(); friend class PhysicsBody;};/** A box shape */ //一个盒子形状class PhysicsShapeBox : public PhysicsShape{protected: static PhysicsShapeBox* create(PhysicsBody* body, Size size, Point offset = Point(0, 0)); bool init(PhysicsBody* body, Size size, Point offset = Point(0, 0)); protected: PhysicsShapeBox(); virtual ~PhysicsShapeBox(); friend class PhysicsBody;};/** A polygon shape */ //多边形的形状class PhysicsShapePolygon : public PhysicsShape{protected: static PhysicsShapePolygon* create(PhysicsBody* body, Point* points, int count, Point offset = Point(0, 0)); bool init(PhysicsBody* body, Point* points, int count, Point offset = Point(0, 0)); protected: PhysicsShapePolygon(); virtual ~PhysicsShapePolygon(); friend class PhysicsBody;};/** A segment shape */ //一个段的形状class PhysicsShapeEdgeSegment : public PhysicsShape{protected: static PhysicsShapeEdgeSegment* create(PhysicsBody* body, Point a, Point b, float border = 1); bool init(PhysicsBody* body, Point a, Point b, float border = 1); protected: PhysicsShapeEdgeSegment(); virtual ~PhysicsShapeEdgeSegment(); friend class PhysicsBody;};/** An edge box shape */ //一个边缘是框形状class PhysicsShapeEdgeBox : public PhysicsShape{public: static PhysicsShapeEdgeBox* create(PhysicsBody* body, Size size, float border = 0, Point offset = Point(0, 0)); protected: bool init(PhysicsBody* body, Size size, float border = 1, Point offset = Point(0, 0)); protected: PhysicsShapeEdgeBox(); virtual ~PhysicsShapeEdgeBox(); friend class PhysicsBody;};/** An edge polygon shape */ //一个边缘是多边形形状class PhysicsShapeEdgePolygon : public PhysicsShape{public: static PhysicsShapeEdgePolygon* create(PhysicsBody* body, Point* points, int count, float border = 1); protected: bool init(PhysicsBody* body, Point* points, int count, float border = 1); protected: PhysicsShapeEdgePolygon(); virtual ~PhysicsShapeEdgePolygon(); friend class PhysicsBody;};/** a chain shape */ //链形class PhysicsShapeEdgeChain : public PhysicsShape{public: static PhysicsShapeEdgeChain* create(PhysicsBody* body, Point* points, int count, float border = 1); protected: bool init(PhysicsBody* body, Point* points, int count, float border = 1); protected: PhysicsShapeEdgeChain(); virtual ~PhysicsShapeEdgeChain(); friend class PhysicsBody;};NS_CC_END#endif // __CCPHYSICS_FIXTURE_H__#endif // CC_USE_PHYSICS
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