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box2dworld.h
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box2dworld.h
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/*
* Box2D QML plugin
* Copyright (C) 2010 Nokia Corporation
*
* This file is part of the Box2D QML plugin.
*
* 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 2 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.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BOX2DWORLD_H
#define BOX2DWORLD_H
#include <QDeclarativeItem>
#include <QList>
class Box2DBody;
class b2World;
/**
* Wrapper class around a Box2D world.
*/
class Box2DWorld : public QDeclarativeItem
{
Q_OBJECT
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(QDeclarativeItem *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; }
/**
* 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);
void unregisterBody(Box2DBody *body);
signals:
void gravityChanged();
protected:
void timerEvent(QTimerEvent *);
private:
b2World *mWorld;
float mTimeStep;
int mVelocityIterations;
int mPositionIterations;
int mFrameTime;
QPointF mGravity;
int mTimerId;
QList<Box2DBody*> mBodies;
};
QML_DECLARE_TYPE(Box2DWorld)
#endif // BOX2DWORLD_H