axmol/tests/cpp-tests/Classes/Box2DTestBed/CCPhysicsDebugNodeBox2D.cpp

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/*
* Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
*
*
*
* 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.
*/
#include "CCPhysicsDebugNodeBox2D.h"
//#include "cocos2d.h"
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdbool.h>
#include <limits.h>
//#include "extensions/cocos-ext.h"
USING_NS_CC;
// 'Interfaces' to adxe
cocos2d::DrawNode* drawBox2D;
extern cocos2d::Label* labelDebugDraw;
#define BUFFER_OFFSET(x) ((const void*) (x))
//
//// halx99: since adxe init scene default camera at 'initWithXXX' function, only change design size at scene
//// construct is ok see also: https://github.com/adxeproject/adxe/commit/581a7921554c09746616759d5a5ca6ce9d3eaa22
//auto director = Director::getInstance();
//auto glview = director->getOpenGLView();
//Size designSize(960 * 0.85, 640 * 0.85);
//glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER);
cocos2d::Vec2 physicsDebugNodeOffset = { 260, 70 };
//float mRatio = 10.0f;
DebugDraw::DebugDraw()
{
mRatio = 10;
drawBP = DrawNode::create();
drawBox2D = drawBP;
}
DebugDraw::~DebugDraw()
{
}
void DebugDraw::initShader( void )
{
//mShaderProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
//mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
}
void DebugDraw::DrawPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
{
Vec2* vec = new (std::nothrow) Vec2[vertexCount];
for (size_t i = 0; i < vertexCount; i++) {
vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + physicsDebugNodeOffset;
}
// drawBP->drawPolygon(vec, vertexCount, Color4F(color.r, color.g, color.b, color.a), 1, Color4F(color.r, color.g, color.b, color.a));
drawBP->drawPolygon(vec, vertexCount, Color4F::BLACK, 0.4f, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::DrawSolidPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
{
Vec2* vec = new (std::nothrow) Vec2[vertexCount];
for (size_t i = 0; i < vertexCount; i++) {
vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + physicsDebugNodeOffset;
}
drawBP->drawPolygon(vec, vertexCount, Color4F(color.r / 2, color.g / 2, color.b / 2, color.a), 0.4f, Color4F(color.r, color.g, color.b, color.a));
//drawBP->drawSolidPoly(vec, vertexCount, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::DrawCircle(const b2Vec2& center, float radius, const b2Color& color)
{
drawBP->drawCircle(Vec2(center.x * mRatio, center.y * mRatio) + physicsDebugNodeOffset, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 30, true, 1.0f,
1.0f, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
{
// DrawSolidCircle Maybe have to fix later
drawBP->drawCircle(Vec2(center.x * mRatio, center.y * mRatio) + physicsDebugNodeOffset, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 20, true, 1.0f, 1.0f, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
{
drawBP->drawLine(Vec2(p1.x * mRatio, p1.y * mRatio) + physicsDebugNodeOffset, Vec2(p2.x * mRatio, p2.y * mRatio) + physicsDebugNodeOffset, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::DrawTransform(const b2Transform& xf)
{
b2Vec2 p1 = xf.p, p2;
const float k_axisScale = 0.4f;
p2 = p1 + k_axisScale * xf.q.GetXAxis();
DrawSegment(p1, p2, b2Color(1, 0, 0));
p2 = p1 + k_axisScale * xf.q.GetYAxis();
DrawSegment(p1, p2, b2Color(0, 1, 0));
}
void DebugDraw::DrawPoint(const b2Vec2& p, float size, const b2Color& color)
{
drawBP->drawPoint(Vec2(p.x * mRatio, p.y * mRatio) + physicsDebugNodeOffset, size, Color4F(color.r, color.g, color.b, color.a));
}
static char PrintStringBuffer[1024 * 8];
static char* PrintStringCursor;
char const* MessageString = NULL;
void DebugDraw::DrawString(int x, int y, const char* string, ...)
{
// x,y is unsupported
std::string s = std::string(string);
labelDebugDraw->setString(s.c_str());
}
void DebugDraw::DrawString(const b2Vec2& pw, const char* string, ...)
{
// pw is unsupported
std::string s = std::string(string);
labelDebugDraw->setString(s.c_str());
}
void DebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
{
b2Vec2 p1 = aabb->lowerBound;
b2Vec2 p2 = b2Vec2(aabb->upperBound.x, aabb->lowerBound.y);
b2Vec2 p3 = aabb->upperBound;
b2Vec2 p4 = b2Vec2(aabb->lowerBound.x, aabb->upperBound.y);
Vec2 verts[] = {
Vec2(p1.x * mRatio, p1.y * mRatio) + physicsDebugNodeOffset ,
Vec2(p2.x * mRatio, p2.y * mRatio) + physicsDebugNodeOffset ,
Vec2(p3.x * mRatio, p3.y * mRatio) + physicsDebugNodeOffset ,
Vec2(p4.x * mRatio, p4.y * mRatio) + physicsDebugNodeOffset ,
};
drawBP->drawPolygon(verts, sizeof(verts) / sizeof(verts[0]), Color4F(color.r / 2, color.g / 2, color.b / 2, 0), 0.4f, Color4F(color.r, color.g, color.b, color.a));
}
void DebugDraw::Flush()
{
}