forked from qml-box2d/qml-box2d
-
Notifications
You must be signed in to change notification settings - Fork 0
/
box2dworld.h
141 lines (116 loc) · 4.06 KB
/
box2dworld.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
/*
* box2dworld.h
* Copyright (c) 2010 Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
* Copyright (c) 2011 Joonas Erkinheimo <joonas.erkinheimo@nokia.com>
* Copyright (c) 2012 Adriano Rezende <atdrez@gmail.com>
*
* 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 <QQuickItem>
#include <QList>
#include <QBasicTimer>
class Box2DBody;
class Box2DFixture;
class Box2DJoint;
class ContactListener;
class Box2DDestructionListener;
class b2World;
// TODO: Maybe turn this into a property of the world, though it can't be
// changed dynamically.
static const float scaleRatio = 32.0f; // 32 pixels in one meter
/**
* Wrapper class around a Box2D world.
*/
class Box2DWorld : public QQuickItem
{
Q_OBJECT
Q_PROPERTY(bool running READ isRunning WRITE setRunning NOTIFY runningChanged)
Q_PROPERTY(float timeStep READ timeStep WRITE setTimeStep)
Q_PROPERTY(int velocityIterations READ velocityIterations WRITE setVelocityIterations)
Q_PROPERTY(int positionIterations READ positionIterations WRITE setPositionIterations)
Q_PROPERTY(int frameTime READ frameTime WRITE setFrameTime)
Q_PROPERTY(QPointF gravity READ gravity WRITE setGravity NOTIFY gravityChanged)
public:
explicit Box2DWorld(QQuickItem *parent = 0);
~Box2DWorld();
/**
* The amount of time to step through each frame in seconds.
* By default it is 1 / 60.
*/
float timeStep() const { return mTimeStep; }
void setTimeStep(float timeStep) { mTimeStep = timeStep; }
bool isRunning() const { return mIsRunning; }
void setRunning(bool running);
/**
* The number of velocity iterations used to process one step.
* 10 by default.
*/
int velocityIterations() const
{ return mVelocityIterations; }
void setVelocityIterations(int iterations)
{ mVelocityIterations = iterations; }
/**
* The number of position iterations used to process one step.
* 10 by default.
*/
int positionIterations() const
{ return mPositionIterations; }
void setPositionIterations(int iterations)
{ mPositionIterations = iterations; }
/**
* The amount of time each frame takes in milliseconds.
* By default it is 1000 / 60.
*/
int frameTime() const { return mFrameTime; }
void setFrameTime(int frameTime) { mFrameTime = frameTime; }
QPointF gravity() const { return mGravity; }
void setGravity(const QPointF &gravity);
void componentComplete();
void registerBody(Box2DBody *body);
b2World *world() const { return mWorld; }
private slots:
void unregisterBody();
void fixtureDestroyed(Box2DFixture *fixture);
signals:
void gravityChanged();
void runningChanged();
void stepped();
void initialized();
protected:
void timerEvent(QTimerEvent *);
void itemChange(ItemChange, const ItemChangeData &);
private:
b2World *mWorld;
ContactListener *mContactListener;
Box2DDestructionListener *mDestructionListener;
float mTimeStep;
int mVelocityIterations;
int mPositionIterations;
int mFrameTime;
QPointF mGravity;
bool mIsRunning;
QBasicTimer mTimer;
QList<Box2DBody*> mBodies;
};
QML_DECLARE_TYPE(Box2DWorld)
#endif // BOX2DWORLD_H