1 /**************************************************************************** 2 Copyright (c) 2010-2012 cocos2d-x.org 3 Copyright (c) 2008-2010 Ricardo Quesada 4 Copyright (c) 2011 Zynga Inc. 5 Copyright (c) 2012 Scott Lembcke and Howling Moon Software 6 7 http://www.cocos2d-x.org 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ****************************************************************************/ 27 28 /* 29 IMPORTANT - READ ME! 30 31 This file sets pokes around in the private API a lot to provide efficient 32 debug rendering given nothing more than reference to a Chipmunk space. 33 It is not recommended to write rendering code like this in your own games 34 as the private API may change with little or no warning. 35 */ 36 37 // Helper. Converts an array of numbers into an array of vectors(x,y) 38 cc.__convertVerts = function (verts) { 39 var ret = []; 40 for (var i = 0; i < verts.length / 2; i++) { 41 ret[i] = {x:verts[i * 2], y:verts[i * 2 + 1]}; 42 } 43 return ret; 44 }; 45 46 cc.ColorForBody = function (body) { 47 if (body.isRogue() || body.isSleeping()) { 48 return cc.c4f(0.5, 0.5, 0.5, 0.5); 49 } else if (body.nodeIdleTime > body.space.sleepTimeThreshold) { 50 return cc.c4f(0.33, 0.33, 0.33, 0.5); 51 } else { 52 return cc.c4f(1, 0, 0, 0.5); 53 } 54 }; 55 56 cc.DrawShape = function (shape, renderer) { 57 var body = shape.body; 58 var color = cc.ColorForBody(body); 59 switch (shape.collisionCode) { 60 case cp.CircleShape.prototype.collisionCode: 61 this.drawDot(shape.tc, Math.max(shape.r, 1.0), color); 62 this.drawSegment(shape.tc, cp.v.add(shape.tc, cp.v.mult(body.rot, shape.r)), 1.0, color); 63 break; 64 case cp.SegmentShape.prototype.collisionCode: 65 this.drawSegment(shape.ta, shape.tb, Math.max(shape.r, 2.0), color); 66 break; 67 case cp.PolyShape.prototype.collisionCode: 68 var line = cc.c4f(color.r, color.g, color.b, cc.lerp(color.a, 1.0, 0.5)); 69 this.drawPoly(cc.__convertVerts(shape.tVerts), color, 1.0, line); 70 break; 71 default: 72 cc.Assert(false, "Bad assertion in DrawShape()"); 73 } 74 }; 75 76 cc.DrawConstraint = function (constraint, renderer) { 77 var body_a = constraint.a; 78 var body_b = constraint.b; 79 var a, b; 80 81 if (constraint instanceof cp.PinJoint) { 82 a = body_a.local2World(constraint.anchr1); 83 b = body_b.local2World(constraint.anchr2); 84 this.drawDot(a, 3.0, cc.CONSTRAINT_COLOR); 85 this.drawDot(b, 3.0, cc.CONSTRAINT_COLOR); 86 this.drawSegment(a, b, 1.0, cc.CONSTRAINT_COLOR); 87 } else if (constraint instanceof cp.SlideJoint) { 88 a = body_a.local2World(constraint.anchr1); 89 b = body_b.local2World(constraint.anchr2); 90 91 this.drawDot(a, 3.0, cc.CONSTRAINT_COLOR); 92 this.drawDot(b, 3.0, cc.CONSTRAINT_COLOR); 93 this.drawSegment(a, b, 1.0, cc.CONSTRAINT_COLOR); 94 } else if (constraint instanceof cp.PivotJoint) { 95 a = body_a.local2World(constraint.anchr1); 96 b = body_b.local2World(constraint.anchr2); 97 this.drawDot(a, 3.0, cc.CONSTRAINT_COLOR); 98 this.drawDot(b, 3.0, cc.CONSTRAINT_COLOR); 99 } else if (constraint instanceof cp.GrooveJoint) { 100 a = body_a.local2World(constraint.grv_a); 101 b = body_a.local2World(constraint.grv_b); 102 var c = body_b.local2World(constraint.anchr2); 103 104 this.drawDot(c, 3.0, cc.CONSTRAINT_COLOR); 105 this.drawSegment(a, b, 1.0, cc.CONSTRAINT_COLOR); 106 } else if (constraint instanceof cp.DampedSpring) { 107 // TODO 108 } else { 109 //printf("Cannot draw constraint\n"); 110 } 111 }; 112 113 cc.CONSTRAINT_COLOR = cc.c4f(0, 1, 0, 0.5); 114 115 /** 116 A Node that draws the components of a physics engine. 117 Supported physics engines: 118 - Chipmunk 119 - Objective-Chipmunk 120 */ 121 cc.PhysicsDebugNode = cc.DrawNode.extend({ 122 _spaceObj:null, 123 _spacePtr:null, 124 125 getSpace:function () { 126 return this._spacePtr; 127 }, 128 129 setSpace:function (space) { 130 this._spacePtr = space; 131 }, 132 133 draw:function (context) { 134 if (!this._spacePtr) 135 return; 136 137 this._spacePtr.eachShape(cc.DrawShape.bind(this)); 138 this._spacePtr.eachConstraint(cc.DrawConstraint.bind(this)); 139 this._super(); 140 this.clear(); 141 } 142 }); 143 144 /** Create a debug node for an Objective-Chipmunk space. */ 145 cc.PhysicsDebugNode.debugNodeForChipmunkSpace = function (space) { 146 var node = new cc.PhysicsDebugNode(); 147 if (node.init()) { 148 node._spaceObj = space; 149 node._spacePtr = space.space; 150 return node; 151 } 152 return null; 153 }; 154 155 /** Create a debug node for a regular Chipmunk space. */ 156 cc.PhysicsDebugNode.debugNodeForCPSpace = function (space) { 157 var node = new cc.PhysicsDebugNode(); 158 if (node.init()) { 159 node._spacePtr = space; 160 return node; 161 } 162 return null; 163 }; 164 165 cc.PhysicsDebugNode.create = cc.PhysicsDebugNode.debugNodeForCPSpace; 166 167