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Copy pathScene.h
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164 lines (141 loc) · 4.46 KB
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/*
* This file is part of NumptyPhysics
* Copyright (C) 2008 Tim Edmonds
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 3 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
*/
#include "Common.h"
#include "Path.h"
#include "Canvas.h"
#include "Script.h"
#include <string>
#include <fstream>
#include <vector>
class Stroke;
class b2World;
class Accelerometer;
typedef enum {
ATTRIB_DUMMY = 0,
ATTRIB_GROUND = 1,
ATTRIB_TOKEN = 2,
ATTRIB_GOAL = 4,
ATTRIB_DECOR = 8,
ATTRIB_SLEEPING = 16,
ATTRIB_HIDDEN = 32,
ATTRIB_DELETED = 64,
ATTRIB_CLASSBITS = ATTRIB_TOKEN | ATTRIB_GOAL,
ATTRIB_UNJOINABLE = ATTRIB_DECOR | ATTRIB_HIDDEN | ATTRIB_DELETED
} Attribute;
class Scene : private b2ContactListener
{
public:
Scene( bool noWorld=false );
~Scene();
Stroke* newStroke( const Path& p, int colour, int attributes );
bool deleteStroke( Stroke *s );
void extendStroke( Stroke* s, const Vec2& pt );
void moveStroke( Stroke* s, const Vec2& origin );
bool activateStroke( Stroke *s );
void getJointCandidates( Stroke* s, Path& pts );
int numStrokes() {
return m_strokes.size();
}
std::vector<Stroke*>& strokes() {
return m_strokes;
}
void step( bool isPaused=false );
bool isCompleted();
Rect dirtyArea();
void draw( Canvas& canvas, const Rect& area );
void reset( Stroke* s=NULL, bool purgeUnprotected=false );
Stroke* strokeAtPoint( const Vec2 pt, float32 max );
void clear();
void setGravity( const b2Vec2& g );
void setGravity( const std::string& s );
bool load( unsigned char *buf, int bufsize );
bool load( const std::string& file );
bool load( std::istream& in );
void start( bool replay=false );
void protect( int n=-1 );
bool save( const std::string& file, bool saveLog=false );
ScriptLog* getLog() { return &m_log; }
const ScriptPlayer* replay() { return &m_player; }
private:
void resetWorld();
bool activate( Stroke *s );
void activateAll();
void createJoints( Stroke *s );
bool parseLine( const std::string& line );
void calcDirtyArea();
// b2ContactListener callback when a new contact is detected
virtual void BeginContact(b2Contact* contact) ;
b2World *m_world;
std::vector<Stroke*> m_strokes;
std::vector<Stroke*> m_deletedStrokes;
std::string m_title, m_author, m_bg;
ScriptLog m_log;
ScriptRecorder m_recorder;
ScriptPlayer m_player;
Image *m_bgImage;
static Image *g_bgImage;
int m_protect;
b2Vec2 m_gravity;
b2Vec2 m_currentGravity;
bool m_dynamicGravity;
Accelerometer *m_accelerometer;
Rect m_dirtyArea;
// Box2D 2.0.1 allows dynamic bodies in the world to be created sleeping and remain in that state
// until contact is made. On the other hand, Box2D 2.3.1 will wake up some or all of these bodies
// after the first iteration. Many of NumptyPhysics' levels are written assuming the specific
// behaviour of older Box2D. To recreate the older behaviour, we set the following flag when a
// Scene is created or reset to cause the sleeping flag to be reset after one simulation step.
//
bool m_reset_sleepers;
};
/**
* @brief Transform vector or path
*
* The transform is of the form v |--> sRv + t
* Where s is a scale factor, R is rotation matrix, and t is a translation.
*
*/
class Transform
{
public:
Transform( float32 scale, float32 rotationRadians, const Vec2& translation );
void set( float32 scale, float32 rotationRadians, const Vec2& translation );
inline void transform( const Path& pin, Path& pout ) {
pout = pin;
if ( !m_bypass ) {
pout.rotate( m_rot );
pout.translate( m_pos );
}
}
inline void transform( Vec2& vec ) {
if ( !m_bypass ) {
vec = Vec2( b2Mul( m_rot, vec ) ) + m_pos;
}
}
inline void inverseTransform( Vec2& vec ) {
if ( !m_bypass ) {
vec = Vec2( b2Mul( m_invrot, vec-m_pos ) );
}
}
private:
Transform() {}
bool m_bypass;
b2Mat22 m_rot;
b2Mat22 m_invrot;
Vec2 m_pos;
};
extern Transform worldToScreen;
extern void configureScreenTransform( int w, int h );