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box2djoint.cpp
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box2djoint.cpp
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/*
* box2djoint.cpp
* Copyright (c) 2011 Joonas Erkinheimo <[email protected]>
*
* 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.
*/
#include "box2djoint.h"
#include "box2dbody.h"
#include "box2dworld.h"
Box2DJoint::Box2DJoint(QObject *parent) :
QObject(parent),
mInitializePending(false),
mWorld(0),
mCollideConnected(false),
mBodyA(0),
mBodyB(0)
{
}
bool Box2DJoint::collideConnected() const
{
return mCollideConnected;
}
void Box2DJoint::setCollideConnected(bool collideConnected)
{
if (mCollideConnected == collideConnected)
return;
mCollideConnected = collideConnected;
emit collideConnectedChanged();
}
Box2DWorld *Box2DJoint::box2DWorld() const
{
return mWorld;
}
void Box2DJoint::setWorld(Box2DWorld *world)
{
if (mWorld == world || world == NULL)
return;
mWorld = world;
emit worldChanged();
initialize();
}
Box2DBody *Box2DJoint::bodyA() const
{
return mBodyA;
}
void Box2DJoint::setBodyA(Box2DBody *bodyA)
{
if (mBodyA)
return;
if (bodyA->body() != NULL) {
mBodyA = bodyA;
emit bodyAChanged();
initialize();
}
else
connect(bodyA, SIGNAL(bodyCreated()), this, SLOT(bodyACreated()));
}
Box2DBody *Box2DJoint::bodyB() const
{
return mBodyB;
}
void Box2DJoint::setBodyB(Box2DBody *bodyB)
{
if (mBodyB)
return;
if (bodyB->body() != NULL) {
mBodyB = bodyB;
emit bodyBChanged();
initialize();
}
else
connect(bodyB, SIGNAL(bodyCreated()), this, SLOT(bodyBCreated()));
}
void Box2DJoint::initialize()
{
if (!mBodyA || !mBodyB) {
// When components are created dynamically, they get their parent
// assigned before they have been completely initialized. In that case
// we need to delay initialization.
mInitializePending = true;
return;
}
if (mBodyA->world() != mBodyB->world())
qWarning() << "bodyA and bodyB from different worlds";
else
createJoint();
}
b2World *Box2DJoint::world() const
{
if (mWorld) return mWorld->world();
else if (mBodyA && mBodyA->world()) return mBodyA->world();
else if (mBodyB && mBodyB->world()) return mBodyB->world();
return NULL;
}
void Box2DJoint::bodyACreated()
{
mBodyA = static_cast<Box2DBody*>(sender());
emit bodyAChanged();
initialize();
}
void Box2DJoint::bodyBCreated()
{
mBodyB = static_cast<Box2DBody*>(sender());
emit bodyBChanged();
initialize();
}