mirror of https://github.com/axmolengine/axmol.git
Merge branch 'develop' of git://github.com/cocos2d/cocos2d-x into di2893
This commit is contained in:
commit
08960f1510
3
AUTHORS
3
AUTHORS
|
@ -627,6 +627,9 @@ Developers:
|
|||
Fixed a bug that CCBReader can't play sequence automatically in JSB.
|
||||
Could not set next animation in CCBAnimationCompleted callback.
|
||||
|
||||
lite3
|
||||
Fixed a bug that Node's anchor point was changed after being added to ScrollView.
|
||||
|
||||
Retired Core Developers:
|
||||
WenSheng Yang
|
||||
Author of windows port, CCTextField,
|
||||
|
|
|
@ -8,6 +8,7 @@ cocos2d-x-3.0alpha1 @??? 2013
|
|||
[FIX] Avoid unnecessary object duplication for Scale9Sprite.
|
||||
[FIX] create_project.py does not rename/replace template projects completely.
|
||||
[FIX] Could not set next animation in CCBAnimationCompleted callback.
|
||||
[FIX] The Node's anchor point was changed after being added to ScrollView.
|
||||
[Android]
|
||||
[FIX] Added EGL_RENDERABLE_TYPE to OpenGL attributes
|
||||
[NEW] Added Cocos2dxHelper.runOnGLThread(Runnable) again
|
||||
|
|
|
@ -43,7 +43,7 @@ class PhysicsJoint;
|
|||
class PhysicsBodyInfo;
|
||||
|
||||
|
||||
const PhysicsMaterial PHYSICSBODY_MATERIAL_DEFAULT = {1.0f, 1.0f, 1.0f};
|
||||
const PhysicsMaterial PHYSICSBODY_MATERIAL_DEFAULT(1.0f, 1.0f, 1.0f);
|
||||
|
||||
/**
|
||||
* A body affect by physics.
|
||||
|
|
|
@ -70,16 +70,21 @@ bool PhysicsJoint::init(cocos2d::PhysicsBody *a, cocos2d::PhysicsBody *b)
|
|||
{
|
||||
do
|
||||
{
|
||||
CC_BREAK_IF(a == nullptr || b == nullptr);
|
||||
|
||||
CC_BREAK_IF(!(_info = new PhysicsJointInfo(this)));
|
||||
|
||||
if (a != nullptr)
|
||||
{
|
||||
_bodyA = a;
|
||||
_bodyA->retain();
|
||||
_bodyA->_joints.push_back(this);
|
||||
}
|
||||
|
||||
if (b != nullptr)
|
||||
{
|
||||
_bodyB = b;
|
||||
_bodyB->retain();
|
||||
_bodyB->_joints.push_back(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
} while (false);
|
||||
|
|
|
@ -44,14 +44,20 @@ typedef struct PhysicsMaterial
|
|||
float restitution;
|
||||
float friction;
|
||||
|
||||
static PhysicsMaterial make(float density, float restitution, float friction)
|
||||
{
|
||||
PhysicsMaterial var = {density, restitution, friction};
|
||||
return var;
|
||||
}
|
||||
PhysicsMaterial()
|
||||
: density(0.0f)
|
||||
, restitution(0.0f)
|
||||
, friction(0.0f)
|
||||
{}
|
||||
|
||||
PhysicsMaterial(float density, float restitution, float friction)
|
||||
: density(density)
|
||||
, restitution(restitution)
|
||||
, friction(friction)
|
||||
{}
|
||||
}PhysicsMaterial;
|
||||
|
||||
const PhysicsMaterial PHYSICSSHAPE_MATERIAL_DEFAULT = {0.0f, 1.0f, 1.0f};
|
||||
const PhysicsMaterial PHYSICSSHAPE_MATERIAL_DEFAULT(0.0f, 1.0f, 1.0f);
|
||||
|
||||
/**
|
||||
* @brief A shape for body. You do not create PhysicsWorld objects directly, instead, you can view PhysicsBody to see how to create it.
|
||||
|
|
|
@ -88,6 +88,7 @@ public:
|
|||
static void collisionSeparateCallbackFunc(cpArbiter *arb, cpSpace *space, PhysicsWorld *world);
|
||||
static void rayCastCallbackFunc(cpShape *shape, cpFloat t, cpVect n, RayCastCallbackInfo *info);
|
||||
static void rectQueryCallbackFunc(cpShape *shape, RectQueryCallbackInfo *info);
|
||||
static void nearestPointQueryFunc(cpShape *shape, cpFloat distance, cpVect point, Array *arr);
|
||||
|
||||
public:
|
||||
static bool continues;
|
||||
|
@ -166,6 +167,15 @@ void PhysicsWorldCallback::rectQueryCallbackFunc(cpShape *shape, RectQueryCallba
|
|||
info->data);
|
||||
}
|
||||
|
||||
void PhysicsWorldCallback::nearestPointQueryFunc(cpShape *shape, cpFloat distance, cpVect point, Array *arr)
|
||||
{
|
||||
auto it = PhysicsShapeInfo::map.find(shape);
|
||||
|
||||
CC_ASSERT(it != PhysicsShapeInfo::map.end());
|
||||
|
||||
arr->addObject(it->second->shape);
|
||||
}
|
||||
|
||||
bool PhysicsWorld::init()
|
||||
{
|
||||
_info = new PhysicsWorldInfo();
|
||||
|
@ -561,9 +571,30 @@ void PhysicsWorld::rectQuery(PhysicsRectQueryCallback& callback, Rect rect, void
|
|||
}
|
||||
}
|
||||
|
||||
Array* getShapesAtPoint(Point point)
|
||||
Array* PhysicsWorld::getShapesAtPoint(Point point)
|
||||
{
|
||||
Array* arr = Array::create();
|
||||
cpSpaceNearestPointQuery(this->_info->space,
|
||||
PhysicsHelper::point2cpv(point),
|
||||
0,
|
||||
CP_ALL_LAYERS,
|
||||
CP_NO_GROUP,
|
||||
(cpSpaceNearestPointQueryFunc)PhysicsWorldCallback::nearestPointQueryFunc,
|
||||
arr);
|
||||
|
||||
return arr;
|
||||
}
|
||||
|
||||
PhysicsShape* PhysicsWorld::getShapeAtPoint(Point point)
|
||||
{
|
||||
cpShape* shape = cpSpaceNearestPointQueryNearest(this->_info->space,
|
||||
PhysicsHelper::point2cpv(point),
|
||||
0,
|
||||
CP_ALL_LAYERS,
|
||||
CP_NO_GROUP,
|
||||
nullptr);
|
||||
|
||||
return shape == nullptr ? nullptr : PhysicsShapeInfo::map.find(shape)->second->shape;
|
||||
}
|
||||
|
||||
Array* PhysicsWorld::getAllBody() const
|
||||
|
|
|
@ -98,6 +98,7 @@ public:
|
|||
void rayCast(PhysicsRayCastCallback& callback, Point point1, Point point2, void* data);
|
||||
void rectQuery(PhysicsRectQueryCallback& callback, Rect rect, void* data);
|
||||
Array* getShapesAtPoint(Point point);
|
||||
PhysicsShape* getShapeAtPoint(Point point);
|
||||
Array* getAllBody() const;
|
||||
|
||||
/** Register a listener to receive contact callbacks*/
|
||||
|
|
|
@ -469,8 +469,6 @@ void ScrollView::updateInset()
|
|||
*/
|
||||
void ScrollView::addChild(Node * child, int zOrder, int tag)
|
||||
{
|
||||
child->ignoreAnchorPointForPosition(false);
|
||||
child->setAnchorPoint(Point(0.0f, 0.0f));
|
||||
if (_container != child) {
|
||||
_container->addChild(child, zOrder, tag);
|
||||
} else {
|
||||
|
|
|
@ -50,7 +50,7 @@ namespace
|
|||
return layer;
|
||||
}
|
||||
|
||||
static const Color4F STATIC_COLOR = {1.0f, 0.0f, 0.0f, 1.0f};
|
||||
static const Color4F STATIC_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
|
||||
|
@ -92,6 +92,7 @@ PhysicsDemo::PhysicsDemo()
|
|||
: _scene(nullptr)
|
||||
, _ball(nullptr)
|
||||
, _spriteTexture(nullptr)
|
||||
, _mouse(nullptr)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -296,7 +297,8 @@ namespace
|
|||
-25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,127,-64,31,-2,0,15,103,-1,-1,-57,-8,127,
|
||||
-97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,127,-64,15,-8,0,0,55,-1,-1,-121,-8,
|
||||
127,-97,-25,-8,0,63,-61,-61,-4,127,-1,-29,-4,63,-64,15,-32,0,0,23,-1,-2,3,-16,
|
||||
63,15,-61,-16,0,31,-127,-127,-8,31,-1,-127,-8,31,-128,7,-128,0,0};
|
||||
63,15,-61,-16,0,31,-127,-127,-8,31,-1,-127,-8,31,-128,7,-128,0,0
|
||||
};
|
||||
|
||||
static inline int get_pixel(int x, int y)
|
||||
{
|
||||
|
@ -365,6 +367,31 @@ Sprite* PhysicsDemo::makeTriangle(float x, float y, Size size, PhysicsMaterial m
|
|||
return triangle;
|
||||
}
|
||||
|
||||
void PhysicsDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
for( auto &touch: touches)
|
||||
{
|
||||
auto location = touch->getLocation();
|
||||
Array* arr = _scene->getPhysicsWorld()->getShapesAtPoint(location);
|
||||
|
||||
PhysicsShape* shape = nullptr;
|
||||
for (Object* obj : *arr)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsDemo::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void PhysicsDemo::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void PhysicsDemoLogoSmash::onEnter()
|
||||
{
|
||||
PhysicsDemo::onEnter();
|
||||
|
@ -384,7 +411,7 @@ void PhysicsDemoLogoSmash::onEnter()
|
|||
|
||||
Node* ball = makeBall(2*(x - logo_width/2 + x_jitter) + VisibleRect::getVisibleRect().size.width/2,
|
||||
2*(logo_height-y + y_jitter) + VisibleRect::getVisibleRect().size.height/2 - logo_height/2,
|
||||
0.95f, PhysicsMaterial::make(1.0f, 0.0f, 0.0f));
|
||||
0.95f, PhysicsMaterial(1.0f, 0.0f, 0.0f));
|
||||
|
||||
ball->getPhysicsBody()->setMass(1.0);
|
||||
ball->getPhysicsBody()->setMoment(PHYSICS_INFINITY);
|
||||
|
@ -396,7 +423,7 @@ void PhysicsDemoLogoSmash::onEnter()
|
|||
}
|
||||
|
||||
|
||||
auto bullet = makeBall(400, 0, 10, PhysicsMaterial::make(PHYSICS_INFINITY, 0, 0));
|
||||
auto bullet = makeBall(400, 0, 10, PhysicsMaterial(PHYSICS_INFINITY, 0, 0));
|
||||
bullet->getPhysicsBody()->setVelocity(Point(400, 0));
|
||||
|
||||
bullet->setPosition(Point(-1000, VisibleRect::getVisibleRect().size.height/2));
|
||||
|
@ -427,7 +454,7 @@ void PhysicsDemoPyramidStack::onEnter()
|
|||
{
|
||||
for(int j=0; j<=i; j++)
|
||||
{
|
||||
addGrossiniAtPosition(VisibleRect::bottom() + Point((i/2 - j) * 11, (14 - i) * 23 + 100), 0.2);
|
||||
addGrossiniAtPosition(VisibleRect::bottom() + Point((i/2 - j) * 11, (14 - i) * 23 + 100), 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -644,7 +671,7 @@ void PhysicsDemoRayCast::update(float delta)
|
|||
break;
|
||||
}
|
||||
|
||||
_angle += 0.25f * M_PI / 180.0f;
|
||||
_angle += 0.25f * (float)M_PI / 180.0f;
|
||||
}
|
||||
|
||||
void PhysicsDemoRayCast::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
||||
|
@ -687,18 +714,6 @@ void PhysicsDemoJoints::onEnter()
|
|||
|
||||
}
|
||||
|
||||
void PhysicsDemoJoints::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
//Add a new body/atlas sprite at the touched location
|
||||
|
||||
for( auto &touch: touches)
|
||||
{
|
||||
auto location = touch->getLocation();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
std::string PhysicsDemoJoints::title()
|
||||
{
|
||||
return "Joints";
|
||||
|
|
|
@ -37,13 +37,18 @@ public:
|
|||
void toggleDebugCallback(Object* sender);
|
||||
|
||||
void addGrossiniAtPosition(Point p, float scale = 1.0);
|
||||
Sprite* makeBall(float x, float y, float radius, PhysicsMaterial material = {1.0f, 1.0f, 1.0f});
|
||||
Sprite* makeBox(float x, float y, Size size, PhysicsMaterial material = {1.0f, 1.0f, 1.0f});
|
||||
Sprite* makeTriangle(float x, float y, Size size, PhysicsMaterial material = {1.0f, 1.0f, 1.0f});
|
||||
Sprite* makeBall(float x, float y, float radius, PhysicsMaterial material = PhysicsMaterial(1.0f, 1.0f, 1.0f));
|
||||
Sprite* makeBox(float x, float y, Size size, PhysicsMaterial material = PhysicsMaterial(1.0f, 1.0f, 1.0f));
|
||||
Sprite* makeTriangle(float x, float y, Size size, PhysicsMaterial material = PhysicsMaterial(1.0f, 1.0f, 1.0f));
|
||||
|
||||
void onTouchesBegan(const std::vector<Touch*>& touches, Event* event) override;
|
||||
void onTouchesMoved(const std::vector<Touch*>& touches, Event* event) override;
|
||||
void onTouchesEnded(const std::vector<Touch*>& touches, Event* event) override;
|
||||
|
||||
protected:
|
||||
Texture2D* _spriteTexture; // weak ref
|
||||
SpriteBatchNode* _ball;
|
||||
DrawNode* _mouse;
|
||||
};
|
||||
|
||||
class PhysicsDemoClickAdd : public PhysicsDemo
|
||||
|
@ -99,10 +104,15 @@ private:
|
|||
|
||||
class PhysicsDemoJoints : public PhysicsDemo
|
||||
{
|
||||
public:
|
||||
PhysicsDemoJoints();
|
||||
|
||||
public:
|
||||
void onEnter() override;
|
||||
std::string title() override;
|
||||
void onTouchesEnded(const std::vector<Touch*>& touches, Event* event) override;
|
||||
|
||||
private:
|
||||
PhysicsShape* _touchesShape;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,65 @@
|
|||
[cocos2dx_builder]
|
||||
# the prefix to be added to the generated functions. You might or might not use this in your own
|
||||
# templates
|
||||
prefix = cocos2dx_builder
|
||||
|
||||
# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
|
||||
# all classes will be embedded in that namespace
|
||||
target_namespace = cc
|
||||
|
||||
android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include
|
||||
android_flags = -D_SIZE_T_DEFINED_
|
||||
|
||||
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
|
||||
clang_flags = -nostdinc -x c++ -std=c++11
|
||||
|
||||
cocos_headers = -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/gui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath/include -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s
|
||||
|
||||
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
|
||||
|
||||
cxxgenerator_headers =
|
||||
|
||||
# extra arguments for clang
|
||||
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
|
||||
|
||||
# what headers to parse
|
||||
headers = %(cocosdir)s/cocos/editor-support/cocosbuilder/CocosBuilder.h
|
||||
|
||||
# what classes to produce code for. You can use regular expressions here. When testing the regular
|
||||
# expression, it will be enclosed in "^$", like this: "^Menu*$".
|
||||
classes = CCBReader.* CCBAnimationManager.*
|
||||
|
||||
# what should we skip? in the format ClassName::[function function]
|
||||
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
|
||||
# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
|
||||
# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
|
||||
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
|
||||
# functions from all classes.
|
||||
|
||||
skip = CCBReader::[^CCBReader$ addOwnerCallbackName isJSControlled readByte getCCBMemberVariableAssigner readFloat getCCBSelectorResolver toLowerCase lastPathComponent deletePathExtension endsWith concat getResolutionScale getAnimatedProperties readBool readInt addOwnerCallbackNode addDocumentCallbackName readCachedString readNodeGraphFromData addDocumentCallbackNode getLoadedSpriteSheet initWithData readFileWithCleanUp getOwner$ readNodeGraphFromFile createSceneWithNodeGraphFromFile getAnimationManagers$ setAnimationManagers],
|
||||
CCBAnimationManager::[setAnimationCompletedCallback],
|
||||
.*Delegate::[*],
|
||||
.*Loader.*::[*],
|
||||
*::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* onAcc.* onKey.* onRegisterTouchListener]
|
||||
|
||||
rename_functions =
|
||||
|
||||
rename_classes = CCBReader::_Reader,
|
||||
CCBAnimationManager::BuilderAnimationManager
|
||||
|
||||
# for all class names, should we remove something when registering in the target VM?
|
||||
remove_prefix =
|
||||
|
||||
# classes for which there will be no "parent" lookup
|
||||
classes_have_no_parents =
|
||||
|
||||
# base classes which will be skipped when their sub-classes found them.
|
||||
base_classes_to_skip = Object
|
||||
|
||||
# classes that create no constructor
|
||||
# Set is special and we will use a hand-written constructor
|
||||
abstract_classes =
|
||||
|
||||
# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
|
||||
script_control_cpp = no
|
||||
|
|
@ -0,0 +1,65 @@
|
|||
[cocos2dx_studio]
|
||||
# the prefix to be added to the generated functions. You might or might not use this in your own
|
||||
# templates
|
||||
prefix = cocos2dx_studio
|
||||
|
||||
# create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`)
|
||||
# all classes will be embedded in that namespace
|
||||
target_namespace = cc
|
||||
|
||||
android_headers = -I%(androidndkdir)s/platforms/android-14/arch-arm/usr/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/libs/armeabi-v7a/include -I%(androidndkdir)s/sources/cxx-stl/gnu-libstdc++/4.7/include
|
||||
android_flags = -D_SIZE_T_DEFINED_
|
||||
|
||||
clang_headers = -I%(clangllvmdir)s/lib/clang/3.3/include
|
||||
clang_flags = -nostdinc -x c++ -std=c++11
|
||||
|
||||
cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/2d -I%(cocosdir)s/cocos/base -I%(cocosdir)s/cocos/gui -I%(cocosdir)s/cocos/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath/include -I%(cocosdir)s/extensions -I%(cocosdir)s/external -I%(cocosdir)s/cocos/editor-support -I%(cocosdir)s
|
||||
|
||||
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT
|
||||
|
||||
cxxgenerator_headers =
|
||||
|
||||
# extra arguments for clang
|
||||
extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(cocos_headers)s %(android_flags)s %(clang_flags)s %(cocos_flags)s %(extra_flags)s
|
||||
|
||||
# what headers to parse
|
||||
headers = %(cocosdir)s/cocos/editor-support/cocostudio/CocoStudio.h
|
||||
|
||||
# what classes to produce code for. You can use regular expressions here. When testing the regular
|
||||
# expression, it will be enclosed in "^$", like this: "^Menu*$".
|
||||
classes = Armature ArmatureAnimation Skin Bone ArmatureDataManager
|
||||
|
||||
# what should we skip? in the format ClassName::[function function]
|
||||
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
|
||||
# regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just
|
||||
# add a single "*" as functions. See bellow for several examples. A special class name is "*", which
|
||||
# will apply to all class names. This is a convenience wildcard to be able to skip similar named
|
||||
# functions from all classes.
|
||||
|
||||
skip = .*Delegate::[*],
|
||||
.*Loader.*::[*],
|
||||
*::[^visit$ copyWith.* onEnter.* onExit.* ^description$ getObjectType .*HSV onTouch.* onAcc.* onKey.* onRegisterTouchListener],
|
||||
Armature::[createBone updateBlendType getBody setBody getShapeList .*BlendFunc],
|
||||
Skin::[getSkinData setSkinData],
|
||||
ArmatureAnimation::[updateHandler updateFrameData frameEvent]
|
||||
|
||||
rename_functions =
|
||||
|
||||
rename_classes =
|
||||
|
||||
# for all class names, should we remove something when registering in the target VM?
|
||||
remove_prefix =
|
||||
|
||||
# classes for which there will be no "parent" lookup
|
||||
classes_have_no_parents =
|
||||
|
||||
# base classes which will be skipped when their sub-classes found them.
|
||||
base_classes_to_skip = Object ProcessBase
|
||||
|
||||
# classes that create no constructor
|
||||
# Set is special and we will use a hand-written constructor
|
||||
abstract_classes = ArmatureDataManager
|
||||
|
||||
# Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'.
|
||||
script_control_cpp = no
|
||||
|
Loading…
Reference in New Issue