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box2dworld.h
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box2dworld.h
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/*
* box2dworld.h
* Copyright (c) 2010 Thorbjørn Lindeijer <[email protected]>
* Copyright (c) 2011 Joonas Erkinheimo <[email protected]>
* Copyright (c) 2012 Adriano Rezende <[email protected]>
*
* This file is part of the Box2D QML plugin.
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in
* a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BOX2DWORLD_H
#define BOX2DWORLD_H
#include <QObject>
#include <QAbstractAnimation>
#include <QPointF>
#include <QQmlParserStatus>
#include <QVariant>
#include <QQmlEngine>
#include <Box2D.h>
class Box2DContact;
class Box2DFixture;
class Box2DJoint;
class Box2DWorld;
class Box2DRayCast;
class ContactListener;
class Box2DStepDriver;
/**
* A property group for getting profiling data.
*/
class Box2DProfile : public QObject
{
Q_OBJECT
Q_PROPERTY(float step READ step CONSTANT)
Q_PROPERTY(float collide READ collide CONSTANT)
Q_PROPERTY(float solve READ solve CONSTANT)
Q_PROPERTY(float solveInit READ solveInit CONSTANT)
Q_PROPERTY(float solveVelocity READ solveVelocity CONSTANT)
Q_PROPERTY(float solvePosition READ solvePosition CONSTANT)
Q_PROPERTY(float broadphase READ broadphase CONSTANT)
Q_PROPERTY(float solveTOI READ solveTOI CONSTANT)
Q_PROPERTY(float synchronize READ synchronize CONSTANT)
Q_PROPERTY(float emitSignals READ emitSignals CONSTANT)
public:
explicit Box2DProfile(b2World *world, QObject *parent = 0)
: QObject(parent)
, mWorld(world)
{}
float step() const;
float collide() const;
float solve() const;
float solveInit() const;
float solveVelocity() const;
float solvePosition() const;
float broadphase() const;
float solveTOI() const;
float synchronize() const;
float emitSignals() const;
private:
friend class Box2DWorld;
b2World *mWorld;
float mSynchronize;
float mEmitSignals;
};
/**
* Wrapper class around a Box2D world.
*/
class Box2DWorld : public QObject, public QQmlParserStatus, b2DestructionListener
{
Q_OBJECT
Q_PROPERTY(bool running READ isRunning WRITE setRunning NOTIFY runningChanged)
Q_PROPERTY(float timeStep READ timeStep WRITE setTimeStep NOTIFY timeStepChanged)
Q_PROPERTY(int velocityIterations READ velocityIterations WRITE setVelocityIterations NOTIFY velocityIterationsChanged)
Q_PROPERTY(int positionIterations READ positionIterations WRITE setPositionIterations NOTIFY positionIterationsChanged)
Q_PROPERTY(QPointF gravity READ gravity WRITE setGravity NOTIFY gravityChanged)
Q_PROPERTY(bool autoClearForces READ autoClearForces WRITE setAutoClearForces NOTIFY autoClearForcesChanged)
Q_PROPERTY(Box2DProfile *profile READ profile NOTIFY stepped)
Q_PROPERTY(float pixelsPerMeter READ pixelsPerMeter WRITE setPixelsPerMeter NOTIFY pixelsPerMeterChanged)
Q_PROPERTY(bool enableContactEvents READ enableContactEvents WRITE setEnableContactEvents NOTIFY enableContactEventsChanged)
Q_INTERFACES(QQmlParserStatus)
public:
explicit Box2DWorld(QObject *parent = 0);
~Box2DWorld();
float timeStep() const;
void setTimeStep(float timeStep);
bool isRunning() const;
void setRunning(bool running);
int velocityIterations() const;
void setVelocityIterations(int iterations);
int positionIterations() const;
void setPositionIterations(int iterations);
QPointF gravity() const;
void setGravity(const QPointF &gravity);
bool autoClearForces() const;
void setAutoClearForces(bool autoClearForces);
Box2DProfile *profile() const;
bool enableContactEvents() const;
void setEnableContactEvents(bool enableContactEvents);
float pixelsPerMeter() const;
void setPixelsPerMeter(float pixelsPerMeter);
float metersPerPixel() const;
float pixelsPerMeterY() const;
float metersPerPixelY() const;
float toPixels(float length) const;
float toMeters(float length) const;
QPointF toPixels(const b2Vec2 &vec) const;
b2Vec2 toMeters(const QPointF &point) const;
bool isSynchronizing() const;
void classBegin();
void componentComplete();
b2World &world();
// b2DestructionListener interface
void SayGoodbye(b2Joint *joint);
void SayGoodbye(b2Fixture *fixture);
Q_INVOKABLE void enableFastrun();
Q_INVOKABLE void step();
Q_INVOKABLE void clearForces();
Q_INVOKABLE void rayCast(Box2DRayCast *rayCast,
const QPointF &point1,
const QPointF &point2);
static Box2DWorld * defaultWorld();
signals:
void preSolve(Box2DContact * contact);
void postSolve(Box2DContact * contact);
void timeStepChanged();
void velocityIterationsChanged();
void positionIterationsChanged();
void gravityChanged();
void autoClearForcesChanged();
void runningChanged();
void stepped();
void enableContactEventsChanged();
void pixelsPerMeterChanged();
protected:
void enableContactListener(bool enable);
private:
b2World mWorld;
ContactListener *mContactListener;
float mTimeStep;
int mVelocityIterations;
int mPositionIterations;
bool mComponentComplete;
bool mIsRunning;
bool mSynchronizing;
Box2DStepDriver *mStepDriver;
Box2DProfile *mProfile;
bool mEnableContactEvents;
float mPixelsPerMeter;
};
inline float Box2DProfile::step() const
{
return mWorld->GetProfile().step;
}
inline float Box2DProfile::collide() const
{
return mWorld->GetProfile().collide;
}
inline float Box2DProfile::solve() const
{
return mWorld->GetProfile().solve;
}
inline float Box2DProfile::solveInit() const
{
return mWorld->GetProfile().solveInit;
}
inline float Box2DProfile::solveVelocity() const
{
return mWorld->GetProfile().solveVelocity;
}
inline float Box2DProfile::solvePosition() const
{
return mWorld->GetProfile().solvePosition;
}
inline float Box2DProfile::broadphase() const
{
return mWorld->GetProfile().broadphase;
}
inline float Box2DProfile::solveTOI() const
{
return mWorld->GetProfile().solveTOI;
}
inline float Box2DProfile::synchronize() const
{
return mSynchronize;
}
inline float Box2DProfile::emitSignals() const
{
return mEmitSignals;
}
/**
* The amount of time to step through each frame in seconds.
* By default it is 1 / 60.
*/
inline float Box2DWorld::timeStep() const
{
return mTimeStep;
}
inline bool Box2DWorld::isRunning() const
{
return mIsRunning;
}
/**
* The number of velocity iterations used to process one step.
* 8 by default.
*/
inline int Box2DWorld::velocityIterations() const
{
return mVelocityIterations;
}
/**
* The number of position iterations used to process one step.
* 3 by default.
*/
inline int Box2DWorld::positionIterations() const
{
return mPositionIterations;
}
inline bool Box2DWorld::autoClearForces() const
{
return mWorld.GetAutoClearForces();
}
inline Box2DProfile *Box2DWorld::profile() const
{
return mProfile;
}
inline bool Box2DWorld::enableContactEvents() const
{
return mEnableContactEvents;
}
inline float Box2DWorld::pixelsPerMeter() const
{
return mPixelsPerMeter;
}
inline float Box2DWorld::metersPerPixel() const
{
return 1.0f / pixelsPerMeter();
}
inline float Box2DWorld::pixelsPerMeterY() const
{
return -pixelsPerMeter(); // Y-axis inverted
}
inline float Box2DWorld::metersPerPixelY() const
{
return -metersPerPixel();
}
/**
* Converts lengths from Box2D to QML units.
*/
inline float Box2DWorld::toPixels(float length) const
{
return length * pixelsPerMeter();
}
/**
* Converts lengths from QML to Box2D units.
*/
inline float Box2DWorld::toMeters(float length) const
{
return length * metersPerPixel();
}
/**
* Converts positions and sizes from Box2D to QML coordinates.
*/
inline QPointF Box2DWorld::toPixels(const b2Vec2 &vec) const
{
return QPointF(vec.x * pixelsPerMeter(),
vec.y * pixelsPerMeterY());
}
/**
* Converts positions and sizes from QML to Box2D coordinates.
*/
inline b2Vec2 Box2DWorld::toMeters(const QPointF &point) const
{
return b2Vec2(point.x() * metersPerPixel(),
point.y() * metersPerPixelY());
}
inline bool Box2DWorld::isSynchronizing() const
{
return mSynchronizing;
}
inline b2World &Box2DWorld::world()
{
return mWorld;
}
inline void Box2DWorld::clearForces()
{
mWorld.ClearForces();
}
/**
* Inverts the y-axis as required for forces and velocities.
*/
inline QPointF invertY(const b2Vec2 &vec)
{
return QPointF(vec.x, -vec.y);
}
/**
* Inverts the y-axis as required for forces and velocities.
*/
inline b2Vec2 invertY(const QPointF &vec)
{
return b2Vec2(vec.x(), -vec.y());
}
/**
* Converts angles from Box2D to QML values.
*/
inline float toDegrees(float radians)
{
return -radians * 180 / b2_pi;
}
/**
* Converts angles from QML to Box2D values.
*/
inline float toRadians(float degrees)
{
return -degrees * b2_pi / 180;
}
QML_DECLARE_TYPE(Box2DWorld)
#endif // BOX2DWORLD_H