CUGL 2.3
Cornell University Game Library
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#include <CUBoxObstacle.h>
Public Member Functions | |
BoxObstacle (void) | |
virtual | ~BoxObstacle () |
virtual bool | init () override |
virtual bool | init (const Vec2 pos) override |
virtual bool | init (const Vec2 pos, const Size size) |
const Size | getDimension () const |
void | setDimension (const Size value) |
void | setDimension (float width, float height) |
float | getWidth () const |
void | setWidth (float value) |
float | getHeight () const |
void | setHeight (float value) |
virtual void | createFixtures () override |
virtual void | releaseFixtures () override |
Public Member Functions inherited from cugl::physics2::SimpleObstacle | |
SimpleObstacle () | |
virtual | ~SimpleObstacle () |
virtual b2BodyType | getBodyType () const override |
virtual void | setBodyType (b2BodyType value) override |
virtual Vec2 | getPosition () const override |
virtual void | setPosition (const Vec2 value) override |
virtual void | setPosition (float x, float y) override |
virtual float | getX () const override |
virtual void | setX (float value) override |
virtual float | getY () const override |
virtual void | setY (float value) override |
virtual float | getAngle () const override |
virtual void | setAngle (float value) override |
virtual Vec2 | getLinearVelocity () const override |
virtual void | setLinearVelocity (const Vec2 value) override |
virtual void | setLinearVelocity (float x, float y) override |
virtual float | getVX () const override |
virtual void | setVX (float value) override |
virtual float | getVY () const override |
virtual void | setVY (float value) override |
virtual float | getAngularVelocity () const override |
virtual void | setAngularVelocity (float value) override |
virtual bool | isEnabled () const override |
virtual void | setEnabled (bool value) override |
virtual bool | isAwake () const override |
virtual void | setAwake (bool value) override |
virtual bool | isSleepingAllowed () const override |
virtual void | setSleepingAllowed (bool value) override |
virtual bool | isBullet () const override |
virtual void | setBullet (bool value) override |
virtual bool | isFixedRotation () const override |
virtual void | setFixedRotation (bool value) override |
virtual float | getGravityScale () const override |
virtual void | setGravityScale (float value) override |
virtual float | getLinearDamping () const override |
virtual void | setLinearDamping (float value) override |
virtual float | getAngularDamping () const override |
virtual void | setAngularDamping (float value) override |
virtual void | setDensity (float value) override |
virtual void | setFriction (float value) override |
virtual void | setRestitution (float value) override |
virtual void | setSensor (bool value) override |
virtual void | setFilterData (b2Filter value) override |
virtual Vec2 | getCentroid () const override |
virtual void | setCentroid (const Vec2 value) override |
virtual void | setCentroid (float x, float y) override |
virtual float | getInertia () const override |
virtual void | setInertia (float value) override |
virtual float | getMass () const override |
virtual void | setMass (float value) override |
virtual void | resetMass () override |
virtual b2Body * | getBody () override |
virtual bool | activatePhysics (b2World &world) override |
virtual void | deactivatePhysics (b2World &world) override |
virtual void | createFixtures () |
virtual void | releaseFixtures () |
virtual void | update (float delta) override |
int | getPositionSnap () |
void | setPositionSnap (unsigned int snap) |
int | getAngleSnap () |
void | setAngleSnap (unsigned int snap) |
Public Member Functions inherited from cugl::physics2::Obstacle | |
Obstacle (void) | |
virtual | ~Obstacle () |
virtual bool | init () |
virtual bool | init (const Vec2 vec) |
virtual b2BodyType | getBodyType () const |
virtual void | setBodyType (b2BodyType value) |
virtual Vec2 | getPosition () const |
virtual void | setPosition (const Vec2 value) |
virtual void | setPosition (float x, float y) |
virtual float | getX () const |
virtual void | setX (float value) |
virtual float | getY () const |
virtual void | setY (float value) |
virtual float | getAngle () const |
virtual void | setAngle (float value) |
virtual Vec2 | getLinearVelocity () const |
virtual void | setLinearVelocity (const Vec2 value) |
virtual void | setLinearVelocity (float x, float y) |
virtual float | getVX () const |
virtual void | setVX (float value) |
virtual float | getVY () const |
virtual void | setVY (float value) |
virtual float | getAngularVelocity () const |
virtual void | setAngularVelocity (float value) |
virtual bool | isEnabled () const |
virtual void | setEnabled (bool value) |
virtual bool | isAwake () const |
virtual void | setAwake (bool value) |
virtual bool | isSleepingAllowed () const |
virtual void | setSleepingAllowed (bool value) |
virtual bool | isBullet () const |
virtual void | setBullet (bool value) |
virtual bool | isFixedRotation () const |
virtual void | setFixedRotation (bool value) |
virtual float | getGravityScale () const |
virtual void | setGravityScale (float value) |
virtual float | getLinearDamping () const |
virtual void | setLinearDamping (float value) |
virtual float | getAngularDamping () const |
virtual void | setAngularDamping (float value) |
void | setBodyState (const b2Body &body) |
float | getDensity () const |
virtual void | setDensity (float value) |
float | getFriction () const |
virtual void | setFriction (float value) |
float | getRestitution () const |
virtual void | setRestitution (float value) |
bool | isSensor () const |
virtual void | setSensor (bool value) |
b2Filter | getFilterData () const |
virtual void | setFilterData (b2Filter value) |
virtual Vec2 | getCentroid () const |
virtual void | setCentroid (const Vec2 value) |
virtual void | setCentroid (float x, float y) |
virtual float | getInertia () const |
virtual void | setInertia (float value) |
virtual float | getMass () const |
virtual void | setMass (float value) |
virtual void | resetMass () |
bool | isRemoved () const |
void | markRemoved (bool value) |
bool | isDirty () const |
void | markDirty (bool value) |
virtual b2Body * | getBody () |
virtual bool | activatePhysics (b2World &world) |
virtual void | deactivatePhysics (b2World &world) |
virtual void | update (float delta) |
const std::function< void(Obstacle *obstacle)> & | getListener () const |
void | setListener (const std::function< void(Obstacle *obstacle)> &listener) |
std::string | getName () const |
void | setName (std::string value) |
std::string | toString () const |
Color4 | getDebugColor () const |
virtual void | setDebugColor (Color4 color) |
scene2::SceneNode * | getDebugScene () const |
scene2::WireNode * | getDebugNode () const |
virtual void | setDebugScene (const std::shared_ptr< scene2::SceneNode > &node) |
bool | hasDebug () |
Static Public Member Functions | |
static std::shared_ptr< BoxObstacle > | alloc () |
static std::shared_ptr< BoxObstacle > | alloc (const Vec2 pos) |
static std::shared_ptr< BoxObstacle > | alloc (const Vec2 pos, const Size size) |
Protected Member Functions | |
void | resize (const Size size) |
virtual void | resetDebug () override |
Protected Member Functions inherited from cugl::physics2::SimpleObstacle | |
virtual void | updateDebug () override |
virtual void | resetDebug () |
virtual void | updateDebug () |
Protected Attributes | |
b2PolygonShape | _shape |
b2Fixture * | _geometry |
Size | _dimension |
Protected Attributes inherited from cugl::physics2::SimpleObstacle | |
b2Body * | _body |
int | _posSnap |
unsigned long | _posFact |
int | _angSnap |
unsigned long | _angFact |
Protected Attributes inherited from cugl::physics2::Obstacle | |
b2BodyDef | _bodyinfo |
b2FixtureDef | _fixture |
b2MassData | _massdata |
bool | _masseffect |
std::shared_ptr< scene2::SceneNode > | _scene |
std::shared_ptr< scene2::WireNode > | _debug |
Color4 | _dcolor |
std::string | _tag |
std::function< void(Obstacle *obstacle)> | _listener |
Box-shaped model to support collisions.
Given the name Box2D, this is your primary model class. Most of the time, unless it is a player controlled avatar, you do not even need to subclass BoxObject. Look through some of our samples and see how many times we use this class.
Unless otherwise specified, the center of mass is as the center.
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inline |
Creates a new box object at the origin.
NEVER USE A CONSTRUCTOR WITH NEW. If you want to allocate an object on the heap, use one of the static constructors instead.
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inlinevirtual |
Deletes this physics object and all of its resources.
We have to make the destructor public so that we can polymorphically delete physics objects.
A non-default destructor is necessary since we must release all claims on scene graph nodes.
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inlinestatic |
Returns a newly allocated box object at the origin with no size.
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inlinestatic |
Returns a newly allocated box object at the given point with no size.
The scene graph is completely decoupled from the physics system. The node does not have to be the same size as the physics body. We only guarantee that the scene graph node is positioned correctly according to the drawing scale.
pos | Initial position in world coordinates |
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inlinestatic |
Returns a newly allocated box object of the given dimensions.
The scene graph is completely decoupled from the physics system. The node does not have to be the same size as the physics body. We only guarantee that the scene graph node is positioned correctly according to the drawing scale.
pos | Initial position in world coordinates |
size | The box size (width and height) |
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overridevirtual |
Create new fixtures for this body, defining the shape
This is the primary method to override for custom physics objects
Reimplemented from cugl::physics2::SimpleObstacle.
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inline |
Returns the dimensions of this box
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inline |
Returns the box height
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inline |
Returns the box width
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inlineoverridevirtual |
Initializes a new box object at the origin with no size.
Reimplemented from cugl::physics2::Obstacle.
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inlineoverridevirtual |
Initializes a new box object at the given point with no size.
The scene graph is completely decoupled from the physics system. The node does not have to be the same size as the physics body. We only guarantee that the scene graph node is positioned correctly according to the drawing scale.
pos | Initial position in world coordinates |
Reimplemented from cugl::physics2::Obstacle.
Initializes a new box object of the given dimensions.
The scene graph is completely decoupled from the physics system. The node does not have to be the same size as the physics body. We only guarantee that the scene graph node is positioned correctly according to the drawing scale.
pos | Initial position in world coordinates |
size | The box size (width and height) |
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overridevirtual |
Release the fixtures for this body, reseting the shape
This is the primary method to override for custom physics objects
Reimplemented from cugl::physics2::SimpleObstacle.
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overrideprotectedvirtual |
Creates the outline of the physics fixtures in the debug node
The debug node is use to outline the fixtures attached to this object. This is very useful when the fixtures have a very different shape than the texture (e.g. a circular shape attached to a square texture).
Reimplemented from cugl::physics2::Obstacle.
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protected |
Resets the polygon vertices in the shape to match the dimension.
This is an internal method and it does not mark the physics object as dirty.
size | The new dimension (width and height) |
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inline |
Sets the dimensions of this box
value | the dimensions of this box |
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inline |
Sets the dimensions of this box
width | The width of this box |
height | The height of this box |
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inline |
Sets the box height
value | the box height |
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inline |
Sets the box width
value | the box width |
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protected |
The width and height of the box
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protected |
A cache value for the fixture (for resizing)
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protected |
Shape information for this box