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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 library is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This library 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 Lesser General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this library; If not, see <http://www.gnu.org/licenses/>.
*/
#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();
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