physics-actor.cpp
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/*
* Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "physics-actor.h"
#include "physics-impl.h"
#include <dali/public-api/common/constants.h>
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/math/quaternion.h>
using Dali::Vector3;
using Dali::Quaternion;
using Dali::Radian;
void PhysicsActor::ClearForces()
{
printf("Not Implemented\n");
//mBody->clearForces();
// No similar API
}
Dali::Vector3 PhysicsActor::GetPhysicsPosition()
{
cpVect cpPosition = cpBodyGetPosition(mBody);
return Vector3(cpPosition.x, cpPosition.y, 0.0f);
}
void PhysicsActor::SetPhysicsPosition(Dali::Vector3 actorPosition)
{
Dali::Mutex::ScopedLock lock(mImpl->mMutex);
Vector3 physicsPosition = mImpl->TranslateToPhysicsSpace(actorPosition);
cpBodySetPosition(mBody, cpv(physicsPosition.x, physicsPosition.y));
}
void PhysicsActor::SetPhysicsVelocity(Dali::Vector3 actorVelocity)
{
Dali::Mutex::ScopedLock lock(mImpl->mMutex);
Vector3 physicsVelocity = mImpl->ConvertVectorToPhysicsSpace(actorVelocity);
cpBodySetVelocity(mBody, cpv(physicsVelocity.x, physicsVelocity.y));
}
void PhysicsActor::SetPhysicsAngularVelocity(Dali::Vector3 velocity)
{
Dali::Mutex::ScopedLock lock(mImpl->mMutex);
printf("Not Implemented\n");
//mBody->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
}
Quaternion PhysicsActor::GetPhysicsRotation()
{
return Quaternion{};
}
void PhysicsActor::SetPhysicsRotation(Dali::Quaternion rotation)
{
Dali::Mutex::ScopedLock lock(mImpl->mMutex);
Vector3 axis;
Radian angle;
rotation.ToAxisAngle(axis, angle);
//btQuaternion orn = btQuaternion(btVector3(axis.x, -axis.y, axis.z), btScalar(float(-angle)));
//btTransform& transform = mBody->getWorldTransform();
//transform.setRotation(orn);
printf("Not Implemented\n");
}
Vector3 PhysicsActor::GetActorPosition()
{
cpVect cpPosition = cpBodyGetPosition(mBody);
return mImpl->TranslateFromPhysicsSpace(Vector3(cpPosition.x, cpPosition.y, 0.0f));
}
Vector3 PhysicsActor::GetActorVelocity()
{
cpVect cpVelocity = cpBodyGetVelocity(mBody);
return mImpl->ConvertVectorFromPhysicsSpace(Vector3(cpVelocity.x, cpVelocity.y, 0.0f));
}
Quaternion PhysicsActor::GetActorRotation()
{
cpFloat angle = cpBodyGetAngle(mBody);
return Quaternion(Radian(angle), -Vector3::ZAXIS);
}