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WheelObstacle Class Reference

#include <CUWheelObstacle.h>

Inheritance diagram for WheelObstacle:
SimpleObstacle Obstacle

Public Member Functions

float getRadius () const
 
void setRadius (float value)
 
virtual void createFixtures () override
 
virtual void releaseFixtures () override
 
CC_CONSTRUCTOR_ACCESS _geometry (nullptr)
 
virtual bool init () override
 
virtual bool init (const Vec2 &pos) override
 
virtual bool init (const Vec2 &pos, float radius)
 
- Public Member Functions inherited from 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 isActive () const override
 
virtual void setActive (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 () const override
 
virtual bool activatePhysics (b2World &world) override
 
virtual void deactivatePhysics (b2World &world) override
 
virtual void update (float delta) override
 
int getPositionSnap ()
 
void setPositionSnap (unsigned int snap)
 
int getAngleSnap ()
 
void setAngleSnap (unsigned int snap)
 
virtual void positionSceneNode () override
 
virtual void positionDebugNode () override
 
CC_CONSTRUCTOR_ACCESS _body (nullptr)
 
virtual ~SimpleObstacle ()
 
- Public Member Functions inherited from Obstacle
void setBodyState (const b2Body &body)
 
float getDensity () const
 
float getFriction () const
 
float getRestitution () const
 
bool isSensor () const
 
b2Filter getFilterData () const
 
bool isRemoved () const
 
void markRemoved (bool value)
 
bool isDirty () const
 
void markDirty (bool value)
 
const Vec2 & getDrawScale () const
 
virtual void setDrawScale (const Vec2 &value)
 
virtual void setDrawScale (float x, float y)
 
Node * getSceneNode () const
 
void setSceneNode (Node *node)
 
WireNodegetDebugNode () const
 
void setDebugNode (WireNode *node)
 
string getName () const
 
void setName (string value)
 
string toString () const
 
virtual ~Obstacle ()
 

Static Public Member Functions

static WheelObstaclecreate ()
 
static WheelObstaclecreate (const Vec2 &pos)
 
static WheelObstaclecreate (const Vec2 &pos, float radius)
 

Public Attributes

CC_CONSTRUCTOR_ACCESS __pad0__: WheelObstacle(void) : SimpleObstacle()
 
- Public Attributes inherited from SimpleObstacle
CC_CONSTRUCTOR_ACCESS __pad0__: SimpleObstacle() : Obstacle()
 
- Public Attributes inherited from Obstacle
CC_CONSTRUCTOR_ACCESS __pad0__: Obstacle(void)
 

Protected Member Functions

virtual void resetDebugNode () override
 
- Protected Member Functions inherited from Obstacle
virtual void resetSceneNode ()
 

Protected Attributes

b2CircleShape _shape
 
b2Fixture * _geometry
 
- Protected Attributes inherited from SimpleObstacle
b2Body * _body
 
int _posSnap
 
unsigned long _posFact
 
int _angSnap
 
unsigned long _angFact
 
- Protected Attributes inherited from Obstacle
b2BodyDef _bodyinfo
 
b2FixtureDef _fixture
 
b2MassData _massdata
 
Vec2 _drawScale
 
bool _masseffect
 
Node * _node
 
WireNode_debug
 
string _tag
 

Detailed Description

Circle-shaped model to support collisions.

Note that the shape must be circular, not elliptical. If you want to make an ellipse, you will need to use the PolygonObstacle class.

Unless otherwise specified, the center of mass is as the center.

Member Function Documentation

WheelObstacle * WheelObstacle::create ( )
static

Creates a new wheel object at the origin with no radius.

Returns
An autoreleased physics object
WheelObstacle * WheelObstacle::create ( const Vec2 &  pos)
static

Creates a new wheel object at the given point with no radius.

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.

Parameters
posInitial position in world coordinates
Returns
An autoreleased physics object
WheelObstacle * WheelObstacle::create ( const Vec2 &  pos,
float  radius 
)
static

Creates a new wheel object of the given radius.

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.

Parameters
posInitial position in world coordinates
radiusThe wheel radius
Returns
An autoreleased physics object
void WheelObstacle::createFixtures ( )
overridevirtual

Create new fixtures for this body, defining the shape

This is the primary method to override for custom physics objects

Reimplemented from SimpleObstacle.

float WheelObstacle::getRadius ( ) const
inline

Returns the radius of this circle

Returns
the radius of this circle
virtual bool WheelObstacle::init ( )
inlineoverridevirtual

Initializes a new wheel object at the origin with no size.

Returns
true if the obstacle is initialized properly, false otherwise.

Reimplemented from Obstacle.

virtual bool WheelObstacle::init ( const Vec2 &  pos)
inlineoverridevirtual

Initializes a new wheel 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.

Parameters
posInitial position in world coordinates
Returns
true if the obstacle is initialized properly, false otherwise.

Reimplemented from Obstacle.

bool WheelObstacle::init ( const Vec2 &  pos,
float  radius 
)
virtual

Initializes a new wheel 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.

Parameters
posInitial position in world coordinates
radiusThe wheel radius
Returns
true if the obstacle is initialized properly, false otherwise.
void WheelObstacle::releaseFixtures ( )
overridevirtual

Release the fixtures for this body, reseting the shape

This is the primary method to override for custom physics objects

Reimplemented from SimpleObstacle.

void WheelObstacle::resetDebugNode ( )
overrideprotectedvirtual

Redraws the outline of the physics fixtures to 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).

Redraws the outline of the physics fixtures to 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).

Unfortunately, the current implementation is very inefficient. Cocos2d does not batch drawnode commands like it does Sprites or PolygonSprites. Therefore, every distinct DrawNode is a distinct OpenGL call. This can really hurt framerate when debugging mode is on. Ideally, we would refactor this so that we only draw to a single, master draw node. However, this means that we would have to handle our own vertex transformations, instead of relying on the transforms in the scene graph.

Reimplemented from Obstacle.

void WheelObstacle::setRadius ( float  value)
inline

Sets the radius of this circle

Parameters
valuethe radius of this circle

Member Data Documentation

b2Fixture* WheelObstacle::_geometry
protected

A cache value for the fixture (for resizing)

b2CircleShape WheelObstacle::_shape
protected

Shape information for this box


The documentation for this class was generated from the following files: