void Contact::Destroy(Contact* contact, BlockAllocator* allocator) { assert(s_initialized == true); Fixture* fixtureA = contact->m_fixtureA; Fixture* fixtureB = contact->m_fixtureB; if (contact->m_manifold.pointCount > 0 && fixtureA->IsSensor() == false && fixtureB->IsSensor() == false) { fixtureA->GetBody()->SetAwake(true); fixtureB->GetBody()->SetAwake(true); } Shape::Type typeA = fixtureA->GetType(); Shape::Type typeB = fixtureB->GetType(); assert(0 <= typeA && typeB < Shape::e_typeCount); assert(0 <= typeA && typeB < Shape::e_typeCount); ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn; destroyFcn(contact, allocator); }
void Graphics::Draw(Renderer *renderer) { Fixture *fixture = owner->body.GetFixtureList(); while ( fixture ) { if(visible) { if ( fixture->GetType() == eCircle ) { renderer->DrawTexturedQuad( texture, owner->body.GetPosition() + static_cast<Circle*>(fixture->GetShape())->localPos, static_cast<Circle*>(fixture->GetShape())->radius * 2.0f, static_cast<Circle*>(fixture->GetShape())->radius * 2.0f, angle, Vector2(0.0f, 0.0f), //owner->body.GetPosition() + static_cast<Circle*>(fixture->GetShape())->localPos, flipX, flipY, color ); } else if ( fixture->GetType() == eAABox ) { Vector2 minExt = static_cast<AABox*>(fixture->GetShape())->minExt; Vector2 maxExt = static_cast<AABox*>(fixture->GetShape())->maxExt; Vector2 boxSize = maxExt - minExt; renderer->DrawTexturedQuad( texture, owner->body.GetPosition() + boxSize/2.0f, boxSize.x, boxSize.y, 0.0f, owner->body.GetPosition() + boxSize/2.0f, flipX, flipY, color ); } else if ( fixture->GetType() == eCapsule ) { Vector2 pos0 = static_cast<Capsule*>(fixture->GetShape())->localPos0 + owner->body.GetPosition(); Vector2 pos1 = static_cast<Capsule*>(fixture->GetShape())->localPos1 + owner->body.GetPosition(); float radius = static_cast<Capsule*>(fixture->GetShape())->radius; Vector2 normal = normalize(pos1-pos0); Vector2 tangent = Vector2(-normal.y, normal.x); Vector2 verts[4]; verts[0] = pos0 - normal * radius - tangent * radius; verts[1] = pos1 + normal * radius - tangent * radius; verts[2] = pos1 + normal * radius + tangent * radius; verts[3] = pos0 - normal * radius + tangent * radius; Vector2 texCoords[4]; if ( !flipX ) { texCoords[0] = Vector2(0.0f, 0.0f); texCoords[1] = Vector2(1.0f, 0.0f); texCoords[2] = Vector2(1.0f, 1.0f); texCoords[3] = Vector2(0.0f, 1.0f); } else { texCoords[2] = Vector2(0.0f, 0.0f); texCoords[0] = Vector2(1.0f, 0.0f); texCoords[1] = Vector2(1.0f, 1.0f); texCoords[3] = Vector2(0.0f, 1.0f); } glColor4f(color.r, color.g, color.b, color.a); renderer->DrawTexturedQuad(texture, verts, texCoords); } } if ( drawShape ) { fixture->GetShape()->Draw(*renderer, owner->body.GetPosition()); } fixture = fixture->GetNext(); } }