Merge pull request #293 from aismann/master

Chipmunk2D and Box2D works together now (add two new classes) and FIX  ImGuiEXTTest window size problem
This commit is contained in:
halx99 2020-12-01 01:52:47 -08:00 committed by GitHub
parent 18cc4a9eb4
commit 43f5a305c8
15 changed files with 1062 additions and 39 deletions

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@ -42,7 +42,7 @@
### [Roadmap](issues/1)
### Quick Start
Open [Wiki](https://github.com/c4games/engine-x-wiki) for additional information too.
Open [Wiki](https://github.com/c4games/engine-x/wiki) for additional information too.
#### Common Requirement [Python](https://www.python.org/downloads/)
* Python-2.7.17+, Python-3.7+

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@ -258,7 +258,7 @@ THE SOFTWARE.
#if (CC_USE_PHYSICS)
/** Use chipmunk physics 2d engine. */
#ifndef CC_ENABLE_CHIPMUNK_INTEGRATION
#define CC_ENABLE_CHIPMUNK_INTEGRATION 0
#define CC_ENABLE_CHIPMUNK_INTEGRATION 1
#endif
/** or use box2d physics 2d engine. */

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@ -30,6 +30,9 @@
// Physics integration
#include "physics-nodes/CCPhysicsDebugNode.h"
#include "physics-nodes/CCPhysicsSprite.h"
#include "physics-nodes/CCPhysicsSpriteBox2D.h"
#include "physics-nodes/CCPhysicsSpriteChipmunk2D.h"
#include "assets-manager/AssetsManager.h"
#include "assets-manager/AssetsManagerEx.h"

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@ -27,9 +27,6 @@
#if (CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION)
#if (CC_ENABLE_CHIPMUNK_INTEGRATION && CC_ENABLE_BOX2D_INTEGRATION)
#error "Either Chipmunk or Box2d should be enabled, but not both at the same time"
#endif
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "chipmunk/chipmunk.h"

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@ -0,0 +1,375 @@
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
#include "CCPhysicsSpriteBox2D.h"
#include "base/CCDirector.h"
#include "base/CCEventDispatcher.h"
#if (CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION)
#if (CC_ENABLE_CHIPMUNK_INTEGRATION && CC_ENABLE_BOX2D_INTEGRATION)
//#error "Either Chipmunk or Box2d should be enabled, but not both at the same time"
#endif
#include "box2d/box2d.h"
NS_CC_EXT_BEGIN
PhysicsSpriteBox2D::PhysicsSpriteBox2D()
: _ignoreBodyRotation(false)
, _CPBody(nullptr)
, _pB2Body(nullptr)
, _PTMRatio(0.0f)
, _syncTransform(nullptr)
{}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::create()
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::createWithTexture(Texture2D *pTexture)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::createWithTexture(Texture2D *pTexture, const Rect& rect)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::create(const char *pszFileName)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteBox2D* PhysicsSpriteBox2D::create(const char *pszFileName, const Rect& rect)
{
PhysicsSpriteBox2D* pRet = new (std::nothrow) PhysicsSpriteBox2D();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then getNodeToParentTransform won't be called.
bool PhysicsSpriteBox2D::isDirty() const
{
return true;
}
bool PhysicsSpriteBox2D::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSpriteBox2D::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Vec2& PhysicsSpriteBox2D::getPosition() const
{
return getPosFromPhysics();
}
void PhysicsSpriteBox2D::getPosition(float* x, float* y) const
{
if (x == nullptr || y == nullptr) {
return;
}
const Vec2& pos = getPosFromPhysics();
*x = pos.x;
*y = pos.y;
}
float PhysicsSpriteBox2D::getPositionX() const
{
return getPosFromPhysics().x;
}
float PhysicsSpriteBox2D::getPositionY() const
{
return getPosFromPhysics().y;
}
Vec3 PhysicsSpriteBox2D::getPosition3D() const
{
Vec2 pos = getPosFromPhysics();
return Vec3(pos.x, pos.y, 0);
}
//
// Chipmunk only
//
cpBody* PhysicsSpriteBox2D::getCPBody() const
{
CCASSERT(false, "Can't call chipmunk methods when Chipmunk is disabled");
return nullptr;
}
void PhysicsSpriteBox2D::setCPBody(cpBody *pBody)
{
_CPBody = pBody;
}
b2Body* PhysicsSpriteBox2D::getB2Body() const
{
return _pB2Body;
}
void PhysicsSpriteBox2D::setB2Body(b2Body *pBody)
{
_pB2Body = pBody;
}
float PhysicsSpriteBox2D::getPTMRatio() const
{
return _PTMRatio;
}
void PhysicsSpriteBox2D::setPTMRatio(float fRatio)
{
_PTMRatio = fRatio;
}
//
// Common to Box2d and Chipmunk
//
const Vec2& PhysicsSpriteBox2D::getPosFromPhysics() const
{
static Vec2 s_physicPosion;
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
s_physicPosion.set(x,y);
return s_physicPosion;
}
void PhysicsSpriteBox2D::setPosition(float x, float y)
{
float angle = _pB2Body->GetAngle();
_pB2Body->SetTransform(b2Vec2(x / _PTMRatio, y / _PTMRatio), angle);
}
void PhysicsSpriteBox2D::setPosition(const Vec2 &pos)
{
setPosition(pos.x, pos.y);
}
void PhysicsSpriteBox2D::setPositionX(float x)
{
setPosition(x, getPositionY());
}
void PhysicsSpriteBox2D::setPositionY(float y)
{
setPosition(getPositionX(), y);
}
void PhysicsSpriteBox2D::setPosition3D(const Vec3& position)
{
setPosition(position.x, position.y);
}
float PhysicsSpriteBox2D::getRotation() const
{
return (_ignoreBodyRotation ? Sprite::getRotation() :
CC_RADIANS_TO_DEGREES(_pB2Body->GetAngle()));
}
void PhysicsSpriteBox2D::setRotation(float fRotation)
{
if (_ignoreBodyRotation)
{
Sprite::setRotation(fRotation);
}
else
{
b2Vec2 p = _pB2Body->GetPosition();
float radians = CC_DEGREES_TO_RADIANS(fRotation);
_pB2Body->SetTransform(p, radians);
}
}
void PhysicsSpriteBox2D::syncPhysicsTransform() const
{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
b2Vec2 pos = _pB2Body->GetPosition();
float x = pos.x * _PTMRatio;
float y = pos.y * _PTMRatio;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
// Make matrix
float radians = _pB2Body->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if (!_anchorPointInPoints.isZero())
{
x += ((c * -_anchorPointInPoints.x * _scaleX) + (-s * -_anchorPointInPoints.y * _scaleY));
y += ((s * -_anchorPointInPoints.x * _scaleX) + (c * -_anchorPointInPoints.y * _scaleY));
}
// Rot, Translate Matrix
float mat[] = { (float)c * _scaleX, (float)s * _scaleX, 0, 0,
(float)-s * _scaleY, (float)c * _scaleY, 0, 0,
0, 0, 1, 0,
x, y, 0, 1};
_transform.set(mat);
}
void PhysicsSpriteBox2D::onEnter()
{
Node::onEnter();
_syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSpriteBox2D::afterUpdate, this, std::placeholders::_1));
_syncTransform->retain();
}
void PhysicsSpriteBox2D::onExit()
{
if (_syncTransform != nullptr)
{
Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform);
_syncTransform->release();
}
Node::onExit();
}
void PhysicsSpriteBox2D::afterUpdate(EventCustom* /*event*/)
{
syncPhysicsTransform();
_transformDirty = false;
_transformUpdated = true;
setDirtyRecursively(true);
}
NS_CC_EXT_END
#endif // CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
#ifndef __PHYSICSNODES_CCPHYSICSSPRITEBOX2D_H__
#define __PHYSICSNODES_CCPHYSICSSPRITEBOX2D_H__
#include "2d/CCSprite.h"
#include "extensions/ExtensionMacros.h"
#include "extensions/ExtensionExport.h"
#include "base/CCEventListenerCustom.h"
//#if (CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION)
struct cpBody;
class b2Body;
NS_CC_EXT_BEGIN
/** A Sprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
* @lua NA
*/
class CC_EX_DLL PhysicsSpriteBox2D : public Sprite
{
public:
static PhysicsSpriteBox2D* create();
/** Creates an sprite with a texture.
The rect used will be the size of the texture.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* createWithTexture(Texture2D* pTexture);
/** Creates an sprite with a texture and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* createWithTexture(Texture2D* pTexture, const Rect& rect);
/** Creates an sprite with an sprite frame. */
static PhysicsSpriteBox2D* createWithSpriteFrame(SpriteFrame* pSpriteFrame);
/** Creates an sprite with an sprite frame name.
An SpriteFrame will be fetched from the SpriteFrameCache by name.
If the SpriteFrame doesn't exist it will raise an exception.
@since v0.9
*/
static PhysicsSpriteBox2D* createWithSpriteFrameName(const char* pszSpriteFrameName);
/** Creates an sprite with an image filename.
The rect used will be the size of the image.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* create(const char* pszFileName);
/** Creates an sprite with an image filename and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteBox2D* create(const char* pszFileName, const Rect& rect);
PhysicsSpriteBox2D();
virtual bool isDirty() const override;
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
//
// Chipmunk specific
//
/** Body accessor when using regular Chipmunk */
cpBody* getCPBody() const;
void setCPBody(cpBody* pBody);
//
// Box2d specific
//
/** Body accessor when using box2d */
b2Body* getB2Body() const;
void setB2Body(b2Body* pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
virtual void syncPhysicsTransform() const;
// overrides
virtual const Vec2& getPosition() const override;
virtual void getPosition(float* x, float* y) const override;
virtual float getPositionX() const override;
virtual float getPositionY() const override;
virtual Vec3 getPosition3D() const override;
virtual void setPosition(const Vec2& position) override;
virtual void setPosition(float x, float y) override;
virtual void setPositionX(float x) override;
virtual void setPositionY(float y) override;
virtual void setPosition3D(const Vec3& position) override;
virtual float getRotation() const override;
virtual void setRotation(float fRotation) override;
virtual void onEnter() override;
virtual void onExit() override;
protected:
const Vec2& getPosFromPhysics() const;
void afterUpdate(EventCustom* event);
protected:
bool _ignoreBodyRotation;
// chipmunk specific
cpBody* _CPBody;
// box2d specific
b2Body* _pB2Body;
float _PTMRatio;
// Event for update synchronise physic transform
cocos2d::EventListenerCustom* _syncTransform;
};
NS_CC_EXT_END
//#endif // CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION
#endif // __PHYSICSNODES_CCPHYSICSSPRITEBOX2D_H__

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
#include "CCPhysicsSpriteChipmunk2D.h"
#include "base/CCDirector.h"
#include "base/CCEventDispatcher.h"
#include "chipmunk/chipmunk.h"
NS_CC_EXT_BEGIN
PhysicsSpriteChipmunk2D::PhysicsSpriteChipmunk2D()
: _ignoreBodyRotation(false)
, _CPBody(nullptr)
, _pB2Body(nullptr)
, _PTMRatio(0.0f)
, _syncTransform(nullptr)
{}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create()
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D *pTexture)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithTexture(pTexture))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithTexture(Texture2D *pTexture, const Rect& rect)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithTexture(pTexture, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrame(SpriteFrame *pSpriteFrame)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithSpriteFrame(pSpriteFrame))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::createWithSpriteFrameName(const char *pszSpriteFrameName)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithSpriteFrameName(pszSpriteFrameName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char *pszFileName)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
PhysicsSpriteChipmunk2D* PhysicsSpriteChipmunk2D::create(const char *pszFileName, const Rect& rect)
{
PhysicsSpriteChipmunk2D* pRet = new (std::nothrow) PhysicsSpriteChipmunk2D();
if (pRet && pRet->initWithFile(pszFileName, rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
// this method will only get called if the sprite is batched.
// return YES if the physic's values (angles, position ) changed.
// If you return NO, then getNodeToParentTransform won't be called.
bool PhysicsSpriteChipmunk2D::isDirty() const
{
return true;
}
bool PhysicsSpriteChipmunk2D::isIgnoreBodyRotation() const
{
return _ignoreBodyRotation;
}
void PhysicsSpriteChipmunk2D::setIgnoreBodyRotation(bool bIgnoreBodyRotation)
{
_ignoreBodyRotation = bIgnoreBodyRotation;
}
// Override the setters and getters to always reflect the body's properties.
const Vec2& PhysicsSpriteChipmunk2D::getPosition() const
{
return getPosFromPhysics();
}
void PhysicsSpriteChipmunk2D::getPosition(float* x, float* y) const
{
if (x == nullptr || y == nullptr) {
return;
}
const Vec2& pos = getPosFromPhysics();
*x = pos.x;
*y = pos.y;
}
float PhysicsSpriteChipmunk2D::getPositionX() const
{
return getPosFromPhysics().x;
}
float PhysicsSpriteChipmunk2D::getPositionY() const
{
return getPosFromPhysics().y;
}
Vec3 PhysicsSpriteChipmunk2D::getPosition3D() const
{
Vec2 pos = getPosFromPhysics();
return Vec3(pos.x, pos.y, 0);
}
//
// Chipmunk only
//
cpBody* PhysicsSpriteChipmunk2D::getCPBody() const
{
return _CPBody;
}
void PhysicsSpriteChipmunk2D::setCPBody(cpBody *pBody)
{
_CPBody = pBody;
}
b2Body* PhysicsSpriteChipmunk2D::getB2Body() const
{
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
return nullptr;
}
void PhysicsSpriteChipmunk2D::setB2Body(b2Body *pBody)
{
CC_UNUSED_PARAM(pBody);
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
}
float PhysicsSpriteChipmunk2D::getPTMRatio() const
{
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
return 0;
}
void PhysicsSpriteChipmunk2D::setPTMRatio(float fRatio)
{
CC_UNUSED_PARAM(fRatio);
CCASSERT(false, "Can't call box2d methods when Box2d is disabled");
}
//
// Common to Box2d and Chipmunk
//
const Vec2& PhysicsSpriteChipmunk2D::getPosFromPhysics() const
{
static Vec2 s_physicPosion;
cpVect cpPos = cpBodyGetPosition(_CPBody);
s_physicPosion = Vec2(cpPos.x, cpPos.y);
return s_physicPosion;
}
void PhysicsSpriteChipmunk2D::setPosition(float x, float y)
{
cpVect cpPos = cpv(x, y);
cpBodySetPosition(_CPBody, cpPos);
}
void PhysicsSpriteChipmunk2D::setPosition(const Vec2 &pos)
{
setPosition(pos.x, pos.y);
}
void PhysicsSpriteChipmunk2D::setPositionX(float x)
{
setPosition(x, getPositionY());
}
void PhysicsSpriteChipmunk2D::setPositionY(float y)
{
setPosition(getPositionX(), y);
}
void PhysicsSpriteChipmunk2D::setPosition3D(const Vec3& position)
{
setPosition(position.x, position.y);
}
float PhysicsSpriteChipmunk2D::getRotation() const
{
return (_ignoreBodyRotation ? Sprite::getRotation() : -CC_RADIANS_TO_DEGREES(cpBodyGetAngle(_CPBody)));
}
void PhysicsSpriteChipmunk2D::setRotation(float fRotation)
{
if (_ignoreBodyRotation)
{
Sprite::setRotation(fRotation);
}
else
{
cpBodySetAngle(_CPBody, -CC_DEGREES_TO_RADIANS(fRotation));
}
}
void PhysicsSpriteChipmunk2D::syncPhysicsTransform() const
{
// Although scale is not used by physics engines, it is calculated just in case
// the sprite is animated (scaled up/down) using actions.
// For more info see: http://www.cocos2d-iphone.org/forum/topic/68990
cpVect rot = (_ignoreBodyRotation ? cpvforangle(-CC_DEGREES_TO_RADIANS(_rotationX)) : cpBodyGetRotation(_CPBody));
float x = cpBodyGetPosition(_CPBody).x + rot.x * -_anchorPointInPoints.x * _scaleX - rot.y * -_anchorPointInPoints.y * _scaleY;
float y = cpBodyGetPosition(_CPBody).y + rot.y * -_anchorPointInPoints.x * _scaleX + rot.x * -_anchorPointInPoints.y * _scaleY;
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
float mat[] = { (float)rot.x * _scaleX, (float)rot.y * _scaleX, 0, 0,
(float)-rot.y * _scaleY, (float)rot.x * _scaleY, 0, 0,
0, 0, 1, 0,
x, y, 0, 1};
_transform.set(mat);
}
void PhysicsSpriteChipmunk2D::onEnter()
{
Node::onEnter();
_syncTransform = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_AFTER_UPDATE, std::bind(&PhysicsSpriteChipmunk2D::afterUpdate, this, std::placeholders::_1));
_syncTransform->retain();
}
void PhysicsSpriteChipmunk2D::onExit()
{
if (_syncTransform != nullptr)
{
Director::getInstance()->getEventDispatcher()->removeEventListener(_syncTransform);
_syncTransform->release();
}
Node::onExit();
}
void PhysicsSpriteChipmunk2D::afterUpdate(EventCustom* /*event*/)
{
syncPhysicsTransform();
_transformDirty = false;
_transformUpdated = true;
setDirtyRecursively(true);
}
NS_CC_EXT_END

View File

@ -0,0 +1,154 @@
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
*
* 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.
*/
#ifndef __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__
#define __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__
#include "2d/CCSprite.h"
#include "extensions/ExtensionMacros.h"
#include "extensions/ExtensionExport.h"
#include "base/CCEventListenerCustom.h"
#if (CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION)
struct cpBody;
class b2Body;
NS_CC_EXT_BEGIN
/** A Sprite subclass that is bound to a physics body.
It works with:
- Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Objective-Chipmunk: Preprocessor macro CC_ENABLE_CHIPMUNK_INTEGRATION should be defined
- Box2d: Preprocessor macro CC_ENABLE_BOX2D_INTEGRATION should be defined
Features and Limitations:
- Scale and Skew properties are ignored.
- Position and rotation are going to updated from the physics body
- If you update the rotation or position manually, the physics body will be updated
- You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
* @lua NA
*/
class CC_EX_DLL PhysicsSpriteChipmunk2D : public Sprite
{
public:
static PhysicsSpriteChipmunk2D* create();
/** Creates an sprite with a texture.
The rect used will be the size of the texture.
The offset will be (0,0).
*/
static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D *pTexture);
/** Creates an sprite with a texture and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D *pTexture, const Rect& rect);
/** Creates an sprite with an sprite frame. */
static PhysicsSpriteChipmunk2D* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
/** Creates an sprite with an sprite frame name.
An SpriteFrame will be fetched from the SpriteFrameCache by name.
If the SpriteFrame doesn't exist it will raise an exception.
@since v0.9
*/
static PhysicsSpriteChipmunk2D* createWithSpriteFrameName(const char *pszSpriteFrameName);
/** Creates an sprite with an image filename.
The rect used will be the size of the image.
The offset will be (0,0).
*/
static PhysicsSpriteChipmunk2D* create(const char *pszFileName);
/** Creates an sprite with an image filename and a rect.
The offset will be (0,0).
*/
static PhysicsSpriteChipmunk2D* create(const char *pszFileName, const Rect& rect);
PhysicsSpriteChipmunk2D();
virtual bool isDirty() const override;
/** Keep the sprite's rotation separate from the body. */
bool isIgnoreBodyRotation() const;
void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
//
// Chipmunk specific
//
/** Body accessor when using regular Chipmunk */
cpBody* getCPBody() const;
void setCPBody(cpBody *pBody);
//
// Box2d specific
//
/** Body accessor when using box2d */
b2Body* getB2Body() const;
void setB2Body(b2Body *pBody);
float getPTMRatio() const;
void setPTMRatio(float fPTMRatio);
virtual void syncPhysicsTransform() const;
// overrides
virtual const Vec2& getPosition() const override;
virtual void getPosition(float* x, float* y) const override;
virtual float getPositionX() const override;
virtual float getPositionY() const override;
virtual Vec3 getPosition3D() const override;
virtual void setPosition(const Vec2 &position) override;
virtual void setPosition(float x, float y) override;
virtual void setPositionX(float x) override;
virtual void setPositionY(float y) override;
virtual void setPosition3D(const Vec3& position) override;
virtual float getRotation() const override;
virtual void setRotation(float fRotation) override;
virtual void onEnter() override;
virtual void onExit() override;
protected:
const Vec2& getPosFromPhysics() const;
void afterUpdate(EventCustom *event);
protected:
bool _ignoreBodyRotation;
// chipmunk specific
cpBody *_CPBody;
// box2d specific
b2Body *_pB2Body;
float _PTMRatio;
// Event for update synchronise physic transform
cocos2d::EventListenerCustom* _syncTransform;
};
NS_CC_EXT_END
#endif // CC_ENABLE_CHIPMUNK_INTEGRATION || CC_ENABLE_BOX2D_INTEGRATION
#endif // __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__

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@ -54,11 +54,7 @@ void AppDelegate::initGLContextAttrs()
GLView::setGLContextAttrs(glContextAttrs);
}
#if defined(CC_PLATFORM_PC)
static Size resourceSize(1280, 720);
#else
static Size resourceSize(960, 640);
#endif
static Size designSize(480, 320);
bool AppDelegate::applicationDidFinishLaunching()

View File

@ -28,6 +28,8 @@
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"
USING_NS_CC;
USING_NS_CC_EXT;
@ -227,7 +229,7 @@ void Box2DTest::addNewSpriteAtPosition(Vec2 p)
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0 : 1);
int idy = (CCRANDOM_0_1() > .5 ? 0 : 1);
auto sprite = PhysicsSprite::createWithTexture(_spriteTexture, Rect(32 * idx, 32 * idy, 32, 32));
auto sprite = PhysicsSpriteBox2D::createWithTexture(_spriteTexture, Rect(32 * idx, 32 * idy, 32, 32));
parent->addChild(sprite);
sprite->setB2Body(body);
sprite->setPTMRatio(PTM_RATIO);

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@ -32,6 +32,7 @@
#include "ChipmunkTest.h"
USING_NS_CC;
USING_NS_CC_EXT;
@ -46,8 +47,7 @@ enum {
// callback to remove Shapes from the Space
ChipmunkTest::ChipmunkTest()
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
{
// enable events
auto touchListener = EventListenerTouchAllAtOnce::create();
@ -91,16 +91,6 @@ ChipmunkTest::ChipmunkTest()
menu->setPosition(VisibleRect::right().x-100, VisibleRect::top().y-60);
scheduleUpdate();
#else
auto label = Label::createWithTTF("Should define CC_ENABLE_CHIPMUNK_INTEGRATION=1\n to run this test case",
"fonts/arial.ttf",
18);
auto size = Director::getInstance()->getWinSize();
label->setPosition(size.width/2, size.height/2);
addChild(label);
#endif
}
@ -131,7 +121,7 @@ ChipmunkTest::~ChipmunkTest()
void ChipmunkTest::initPhysics()
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
// init chipmunk
//cpInitChipmunk();
@ -178,7 +168,7 @@ void ChipmunkTest::initPhysics()
// Physics debug layer
_debugLayer = PhysicsDebugNode::create(_space);
this->addChild(_debugLayer, Z_PHYSICS_DEBUG);
#endif
}
void ChipmunkTest::update(float delta)
@ -214,7 +204,6 @@ void ChipmunkTest::reset(Ref* sender)
void ChipmunkTest::addNewSpriteAtPosition(cocos2d::Vec2 pos)
{
#if CC_ENABLE_CHIPMUNK_INTEGRATION
int posx, posy;
auto parent = getChildByTag(kTagParentNode);
@ -244,12 +233,12 @@ void ChipmunkTest::addNewSpriteAtPosition(cocos2d::Vec2 pos)
cpShapeSetFriction(shape, 0.5f);
cpSpaceAddShape(_space, shape);
auto sprite = PhysicsSprite::createWithTexture(_spriteTexture, cocos2d::Rect(posx, posy, 85, 121));
auto sprite = PhysicsSpriteChipmunk2D::createWithTexture(_spriteTexture, cocos2d::Rect(posx, posy, 85, 121));
parent->addChild(sprite);
sprite->setCPBody(body);
sprite->setPosition(pos);
#endif
}
void ChipmunkTest::onEnter()

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@ -52,10 +52,9 @@ public:
virtual void onAcceleration(cocos2d::Acceleration* acc, cocos2d::Event* event);
private:
cocos2d::Texture2D* _spriteTexture; // weak ref
#if CC_ENABLE_CHIPMUNK_INTEGRATION
cocos2d::Texture2D* _spriteTexture; // weak ref
cocos2d::extension::PhysicsDebugNode* _debugLayer; // weak ref
#endif
cpSpace* _space; // strong ref
cpShape* _walls[4];
};

View File

@ -14,6 +14,12 @@ static ImVec4 clear_color = ImColor(114, 144, 154);
ImGuiEXTTests::ImGuiEXTTests()
{
static Size resourceSize(1280, 720);
auto director = Director::getInstance();
GLViewImpl* view = (GLViewImpl*)Director::getInstance()->getOpenGLView();
view->setWindowed(resourceSize.width, resourceSize.height);
ADD_TEST_CASE(ImGuiEXTTest);
}
@ -32,6 +38,10 @@ void ImGuiEXTTest::onExit()
ImGuiEXT::destroyInstance();
static Size resourceSize(960, 640);
GLViewImpl* view = (GLViewImpl*)Director::getInstance()->getOpenGLView();
view->setWindowed(resourceSize.width, resourceSize.height);
TestCase::onExit();
}

View File

@ -53,13 +53,12 @@ public:
addTest("Actions - Ease", [](){return new (std::nothrow) ActionsEaseTests(); });
addTest("Actions - Progress", [](){return new (std::nothrow) ActionsProgressTests(); });
addTest("Audio - NewAudioEngine", []() { return new (std::nothrow) AudioEngineTests(); });
#if CC_ENABLE_BOX2D_INTEGRATION
addTest("Box2d - Basic", []() { return new (std::nothrow) Box2DTests(); });
// addTest("Box2d - TestBed", []() { return new (std::nothrow) Box2dTestBedSuite(); });
#endif
#if CC_ENABLE_CHIPMUNK_INTEGRATION
addTest("Chipmunk", []() { return new ChipmunkTests(); });
#endif
addTest("Chipmunk", []() { return new ChipmunkTests(); });
addTest("Bugs", []() { return new BugsTests(); });
addTest("Click and Move", [](){return new ClickAndMoveTest(); });
addTest("Configuration", []() { return new ConfigurationTests(); });

View File

@ -25,13 +25,12 @@
#ifndef _TESTS_H_
#define _TESTS_H_
#if CC_ENABLE_BOX2D_INTEGRATION
#include "Box2DTest/Box2dTest.h"
//#include "Box2DTestBed/Box2dView.h"
#endif
#if CC_ENABLE_CHIPMUNK_INTEGRATION
#include "ChipmunkTest/ChipmunkTest.h"
#endif
#if (CC_TARGET_PLATFORM != CC_PLATFORM_MARMALADE)
#include "ClippingNodeTest/ClippingNodeTest.h"
#endif