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/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#import "ObjectiveChipmunk/ObjectiveChipmunk.h"
@interface ChipmunkGrab : NSObject<ChipmunkObject> {
NSArray *_chipmunkObjects;
cpVect _pos;
cpFloat _smoothing;
ChipmunkShape *_grabbedShape;
id _data;
}
/// Last touch location of the grab.
@property(nonatomic, readonly) cpVect pos;
/// The ChipmunkShape that this grab was created for.
@property(nonatomic, readonly) ChipmunkShape *grabbedShape;
/// User definable pointer
@property(nonatomic, retain) id data;
@end
/// Simple class to implement multitouch grabbing of physics objects.
@interface ChipmunkMultiGrab : NSObject {
ChipmunkSpace *_space;
NSMutableArray *_grabs;
cpFloat _smoothing;
cpFloat _grabForce;
cpFloat _grabFriction;
cpFloat _grabRotaryFriction;
cpFloat _grabRadius;
cpShapeFilter filter;
bool (^_grabFilter)(ChipmunkShape *shape);
cpFloat (^_grabSort)(ChipmunkShape *shape, cpFloat depth);
bool _pushMode, _pullMode;
cpFloat _pushMass;
cpFloat _pushFriction;
cpFloat _pushElasticity;
cpCollisionType _pushCollisionType;
}
@property(nonatomic, assign) cpFloat smoothing;
@property(nonatomic, assign) cpFloat grabForce;
/// Layers used for the point query when grabbing objects.
@property(nonatomic, assign) cpShapeFilter filter;
/// Group used for the point query when grabbing objects
@property(nonatomic, assign) cpGroup group;
/// Gives you the opportunity to further filter shapes. Return FALSE to ignore a shape.
/// The default implementation always returns TRUE.
@property(nonatomic, copy) bool (^grabFilter)(ChipmunkShape *shape);
/// When clicking on a spot where two shapes overlap, the default behavior is to grab the shape that
/// overlaps the grab point the most. It's possible to use a custom sorting order instead however.
/// The block is called with each shape and the grab depth.
/// It should return a positive float. The shape with the highest value is grabbed.
/// The block is only called if the touch location is within a shape.
@property(nonatomic, copy) cpFloat (^grabSort)(ChipmunkShape *shape, cpFloat depth);
/// Amount of friction applied by the touch.
/// Should be less than the grabForce. Defaults to 0.0.
@property(nonatomic, assign) cpFloat grabFriction;
/// The amount torque to apply to the grab to keep it from spinning.
/// Defaults to 0.0.
@property(nonatomic, assign) cpFloat grabRotaryFriction;
/// On a touch screen, a single point query can make it really hard to grab small objects with a fat finger.
/// By providing a radius, it will make it much easier for users to grab objects.
/// Defaults to 0.0.
@property(nonatomic, assign) cpFloat grabRadius;
@property(nonatomic, assign) bool pullMode;
@property(nonatomic, assign) bool pushMode;
@property(nonatomic, assign) cpFloat pushMass;
@property(nonatomic, assign) cpFloat pushFriction;
@property(nonatomic, assign) cpFloat pushElasticity;
@property(nonatomic, assign) cpCollisionType pushCollisionType;
@property(nonatomic, readonly) NSArray *grabs;
/**
@c space is the space to grab shapes in.
@c smoothing is the amount of mouse smoothing to apply as percentage of remaining error per second.
cpfpow(0.8, 60) is a good starting point that provides fast response, but smooth mouse updates.
@c force is the force the grab points can apply.
*/
-(id)initForSpace:(ChipmunkSpace *)space withSmoothing:(cpFloat)smoothing withGrabForce:(cpFloat)grabForce;
/// Start tracking a new grab point
/// Returns the ChipmunkGrab that is tracking the touch, but only if a shape was grabbed.
/// Returns nil when creating a push shape (if push mode is enabled), or when no shape is grabbed.
-(ChipmunkGrab *)beginLocation:(cpVect)pos;
/// Update a grab point.
/// Returns the ChipmunkGrab that is tracking the touch, but only if the grab is tracking a shape.
-(ChipmunkGrab *)updateLocation:(cpVect)pos;
/// End a grab point.
/// Returns the ChipmunkGrab that was tracking the touch, but only if the grab was tracking a shape.
-(ChipmunkGrab *)endLocation:(cpVect)pos;
@end
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