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box2djoint.h
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/*
* box2djoint.h
* Copyright (c) 2011 Joonas Erkinheimo <[email protected]>
* Copyright (c) 2011 Thorbjørn Lindeijer <[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.
*/
#ifndef BOX2DJOINT_H
#define BOX2DJOINT_H
#include <QObject>
#include <QPointF>
#include <Box2D.h>
class b2World;
class Box2DBody;
class Box2DWorld;
class Box2DJoint : public QObject
{
Q_OBJECT
Q_PROPERTY(bool collideConnected READ collideConnected WRITE setCollideConnected NOTIFY collideConnectedChanged)
Q_PROPERTY(Box2DWorld *world READ box2DWorld WRITE setWorld NOTIFY worldChanged)
Q_PROPERTY(Box2DBody *bodyA READ bodyA WRITE setBodyA NOTIFY bodyAChanged)
Q_PROPERTY(Box2DBody *bodyB READ bodyB WRITE setBodyB NOTIFY bodyBChanged)
public:
explicit Box2DJoint(QObject *parent = 0);
bool collideConnected() const;
void setCollideConnected(bool collideConnected);
Box2DWorld *box2DWorld() const;
void setWorld(Box2DWorld *world);
Box2DBody *bodyA() const;
void setBodyA(Box2DBody *bodyA);
Box2DBody *bodyB() const;
void setBodyB(Box2DBody *bodyB);
void initialize();
virtual void nullifyJoint() = 0;
virtual void cleanup(b2World *world) = 0;
virtual b2Joint *joint() const = 0;
protected:
virtual void createJoint() = 0;
b2World *world() const;
private slots:
void bodyACreated();
void bodyBCreated();
signals:
void collideConnectedChanged();
void worldChanged();
void bodyAChanged();
void bodyBChanged();
void created();
protected:
bool mInitializePending;
private:
Box2DWorld *mWorld;
bool mCollideConnected;
Box2DBody *mBodyA;
Box2DBody *mBodyB;
};
/**
* Convenience function to get the Box2DJoint wrapping a b2Joint.
*/
inline Box2DJoint *toBox2DJoint(b2Joint *joint)
{
if (!joint)
return 0;
return static_cast<Box2DJoint*>(joint->GetUserData());
}
#endif // BOX2DJOINT_H