Merge pull request #1645 from vlidholt/master
Adds teleporting methods for moving sprite kinematic bodies
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commit
dd956b9fe6
@ -148,6 +148,16 @@ class Node {
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invalidateTransformMatrix();
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}
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void teleportRotation(double rotation) {
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assert(rotation != null);
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if (_physicsBody != null && parent is PhysicsNode) {
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_physicsBody._body.setTransform(_physicsBody._body.position, radians(rotation));
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_physicsBody._body.angularVelocity = 0.0;
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_physicsBody._body.setType(box2d.BodyType.STATIC);
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}
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_setRotationFromPhysics(rotation);
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}
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/// The position of this node relative to its parent.
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///
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/// myNode.position = new Point(42.0, 42.0);
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@ -172,6 +182,23 @@ class Node {
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invalidateTransformMatrix();
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}
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void teleportPosition(Point position) {
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assert(position != null);
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if (_physicsBody != null && parent is PhysicsNode) {
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PhysicsNode physicsNode = parent;
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_physicsBody._body.setTransform(
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new Vector2(
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position.x / physicsNode.b2WorldToNodeConversionFactor,
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position.y / physicsNode.b2WorldToNodeConversionFactor
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),
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_physicsBody._body.getAngle()
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);
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_physicsBody._body.linearVelocity = new Vector2.zero();
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_physicsBody._body.setType(box2d.BodyType.STATIC);
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}
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_setPositionFromPhysics(position);
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}
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/// The skew along the x-axis of this node in degrees.
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///
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/// myNode.skewX = 45.0;
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@ -112,6 +112,13 @@ class PhysicsNode extends Node {
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for (box2d.Body b2Body = b2World.bodyList; b2Body != null; b2Body = b2Body.getNext()) {
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// Update visual position and rotation
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PhysicsBody body = b2Body.userData;
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if (b2Body.getType() == box2d.BodyType.KINEMATIC) {
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body._targetPosition = null;
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body._targetAngle = null;
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}
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// Update visual position and rotation
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body._node._setPositionFromPhysics(new Point(
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b2Body.position.x * b2WorldToNodeConversionFactor,
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b2Body.position.y * b2WorldToNodeConversionFactor
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