mirror of https://github.com/axmolengine/axmol.git
Update the Physics3DTest for js and Lua by synchronizing the API.
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2da760b655
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9c550e0a11
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@ -138,7 +138,7 @@ var Physics3DTestDemo = cc.Layer.extend({
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this.addChild(sprite);
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sprite.setPosition3D(this._camera.getPosition3D());
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sprite.setScale(0.5);
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sprite.syncToNode();
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sprite.syncNodeToPhysics();
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sprite.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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},
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@ -250,7 +250,7 @@ var BasicPhysics3DDemo = Physics3DTestDemo.extend({
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floor.setScaleZ(60);
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this.addChild(floor);
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floor.setCameraMask(cc.CameraFlag.USER1);
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floor.syncToNode();
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floor.syncNodeToPhysics();
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//static object sync is not needed
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floor.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE);
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@ -270,7 +270,7 @@ var BasicPhysics3DDemo = Physics3DTestDemo.extend({
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var sprite = cc.PhysicsSprite3D.create("Sprite3DTest/box.c3t", rbDes);
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sprite.setTexture("Images/CyanSquare.png");
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sprite.setPosition3D(cc.math.vec3(x, y, z));
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sprite.syncToNode();
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sprite.syncNodeToPhysics();
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sprite.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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sprite.setScale(0.8);
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@ -305,7 +305,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.setCameraMask(cc.CameraFlag.USER1);
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sprite.setScale(0.4);
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sprite.setPosition3D(cc.math.vec3(-20, 5, 0));
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component.syncToNode();
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component.syncNodeToPhysics();
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component.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE);
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physicsScene.setPhysics3DDebugCamera(this._camera);
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@ -327,7 +327,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.addComponent(component);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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this.addChild(sprite);
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component.syncToNode();
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component.syncNodeToPhysics();
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rigidBody.setAngularVelocity(cc.math.vec3(0, 3, 0));
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constraint = cc.Physics3DHingeConstraint.create(rigidBody, cc.math.vec3(4, 4, 0.5), cc.math.vec3(0, 1, 0));
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physicsScene.getPhysics3DWorld().addPhysics3DConstraint(constraint);
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@ -345,7 +345,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.addComponent(component);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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this.addChild(sprite);
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component.syncToNode();
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component.syncNodeToPhysics();
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rigidBody.setLinearVelocity(cc.math.vec3(0, 3, 0));
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rbDes.mass = 0;
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@ -359,7 +359,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.addComponent(component);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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this.addChild(sprite);
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component.syncToNode();
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component.syncNodeToPhysics();
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var frameInA = [-4.37114e-08, 1, 0, 0, -1, -4.37114e-08, 0, 0, 0, 0, 1, 0, 0, -5, 0, 1];
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var frameInB = [-4.37114e-08, 1, 0, 0, -1, -4.37114e-08, 0, 0, 0, 0, 1, 0, 0, 5, 0, 1];
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@ -380,7 +380,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.addComponent(component);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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this.addChild(sprite);
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component.syncToNode();
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component.syncNodeToPhysics();
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frameInA = [-4.37114e-08, 1, 0, 0, -1, -4.37114e-08, 0, 0, 0, 0, 1, 0, 0, -10, 0, 1];
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constraint = cc.Physics3DConeTwistConstraint.create(rigidBody, frameInA);
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@ -399,7 +399,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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sprite.addComponent(component);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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this.addChild(sprite);
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component.syncToNode();
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component.syncNodeToPhysics();
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frameInA = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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constraint = cc.Physics3D6DofConstraint.create(rigidBody, frameInA, false);
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@ -428,7 +428,7 @@ var Physics3DKinematicDemo = Physics3DTestDemo.extend({
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floor.setPosition3D(cc.math.vec3(0, -1, 0));
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this.addChild(floor);
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floor.setCameraMask(cc.CameraFlag.USER1);
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floor.syncToNode();
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floor.syncNodeToPhysics();
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//static object sync is not needed
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floor.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE);
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@ -472,7 +472,7 @@ var Physics3DKinematicDemo = Physics3DTestDemo.extend({
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var sprite = cc.PhysicsSprite3D.create("Sprite3DTest/sphere.c3b", rbDes);
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sprite.setTexture("Sprite3DTest/plane.png");
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sprite.setPosition3D(cc.math.vec3(x, y, z));
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sprite.syncToNode();
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sprite.syncNodeToPhysics();
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sprite.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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sprite.setScale(1/sprite.getContentSize().width);
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@ -571,7 +571,7 @@ var Physics3DTerrainDemo = Physics3DTestDemo.extend({
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var rigidBody = cc.Physics3DRigidBody.create(rbDes);
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var component = cc.Physics3DComponent.create(rigidBody);
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terrain.addComponent(component);
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component.syncToNode();
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component.syncNodeToPhysics();
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component.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE);
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this.addChild(terrain);
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@ -593,7 +593,7 @@ var Physics3DTerrainDemo = Physics3DTestDemo.extend({
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var sprite = cc.PhysicsSprite3D.create("Sprite3DTest/sphere.c3b", rbDes);
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sprite.setTexture("Sprite3DTest/plane.png");
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sprite.setPosition3D(cc.math.vec3(x, y, z));
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sprite.syncToNode();
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sprite.syncNodeToPhysics();
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sprite.setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE);
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sprite.setCameraMask(cc.CameraFlag.USER1);
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sprite.setScale(1/sprite.getContentSize().width);
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@ -63,7 +63,7 @@ function Physics3DTestDemo:shootBox(des)
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self:addChild(sprite)
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sprite:setPosition3D(self._camera:getPosition3D())
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sprite:setScale(0.5)
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sprite:syncToNode()
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sprite:syncNodeToPhysics()
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--optimize, only sync node to physics
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sprite:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE) --sync node to physics
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@ -184,7 +184,7 @@ function BasicPhysics3DDemo:extend()
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floor:setScaleZ(60)
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self:addChild(floor)
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floor:setCameraMask(cc.CameraFlag.USER1)
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floor:syncToNode()
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floor:syncNodeToPhysics()
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floor:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE)
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rbDes.mass = 1.0
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@ -204,7 +204,7 @@ function BasicPhysics3DDemo:extend()
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local sprite = cc.PhysicsSprite3D:create("Sprite3DTest/box.c3t", rbDes)
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sprite:setTexture("Images/CyanSquare.png")
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sprite:setPosition3D(cc.vec3(x, y, z))
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sprite:syncToNode()
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sprite:syncNodeToPhysics()
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sprite:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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sprite:setScale(0.8)
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@ -332,7 +332,7 @@ function Physics3DConstraintDemo:extend()
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sprite:setScale(0.4)
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sprite:setPosition3D(cc.vec3(-20.0, 5.0, 0.0))
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--sync node position to physics
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component:syncToNode()
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component:syncNodeToPhysics()
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--physics controlled, we will not set position for it, so we can skip sync node position to physics
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component:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE)
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@ -356,7 +356,7 @@ function Physics3DConstraintDemo:extend()
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sprite:addComponent(component)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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self:addChild(sprite)
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component:syncToNode()
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component:syncNodeToPhysics()
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rigidBody:setAngularVelocity(cc.vec3(0,3,0))
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constraint = cc.Physics3DHingeConstraint:create(rigidBody, cc.vec3(4.0, 4.0, 0.5), cc.vec3(0.0, 1.0, 0.0))
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physicsWorld:addPhysics3DConstraint(constraint)
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@ -374,7 +374,7 @@ function Physics3DConstraintDemo:extend()
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sprite:addComponent(component)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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self:addChild(sprite)
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component:syncToNode()
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component:syncNodeToPhysics()
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rigidBody:setLinearVelocity(cc.vec3(0,3,0))
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rbDes.mass = 0.0
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@ -388,7 +388,7 @@ function Physics3DConstraintDemo:extend()
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sprite:addComponent(component)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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self:addChild(sprite)
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component:syncToNode()
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component:syncNodeToPhysics()
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local frameInA = cc.mat4.createRotationZ(cc.mat4.createIdentity(), math.pi / 2)
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local frameInB = frameInA
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@ -411,7 +411,7 @@ function Physics3DConstraintDemo:extend()
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sprite:addComponent(component)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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self:addChild(sprite)
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component:syncToNode()
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component:syncNodeToPhysics()
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frameInA = cc.mat4.createRotationZ(frameInA, math.pi / 2)
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frameInA[13] = 0.0
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@ -433,7 +433,7 @@ function Physics3DConstraintDemo:extend()
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sprite:addComponent(component)
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sprite:setCameraMask(cc.CameraFlag.USER1)
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self:addChild(sprite)
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component:syncToNode()
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component:syncNodeToPhysics()
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frameInA = cc.mat4.setIdentity(frameInA)
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constraint = cc.Physics3D6DofConstraint:create(rigidBody, frameInA, false)
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physicsWorld:addPhysics3DConstraint(constraint)
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@ -463,7 +463,7 @@ function Physics3DKinematicDemo:extend()
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floor:setPosition3D(cc.vec3(0.0, -1.0, 0.0))
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self:addChild(floor)
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floor:setCameraMask(cc.CameraFlag.USER1)
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floor:syncToNode()
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floor:syncNodeToPhysics()
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--static object sync is not needed
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floor:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE)
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@ -514,7 +514,7 @@ function Physics3DKinematicDemo:extend()
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sprite:setScale(1.00 / sprite:getContentSize().width)
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self:addChild(sprite)
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sprite:setPosition3D(cc.vec3(x, y, z))
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sprite:syncToNode()
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sprite:syncNodeToPhysics()
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sprite:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE)
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end
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end
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@ -608,7 +608,7 @@ function Physics3DTerrainDemo:extend()
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local component = cc.Physics3DComponent:create(rigidBody)
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terrain:addComponent(component)
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self:addChild(terrain)
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component:syncToNode()
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component:syncNodeToPhysics()
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component:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.NONE)
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--create several spheres
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@ -631,7 +631,7 @@ function Physics3DTerrainDemo:extend()
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sprite:setScale(1.0 / sprite:getContentSize().width)
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sprite:setPosition3D(cc.vec3(x, y, z))
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self:addChild(sprite)
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sprite:syncToNode()
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sprite:syncNodeToPhysics()
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sprite:setSyncFlag(cc.Physics3DComponent.PhysicsSyncFlag.PHYSICS_TO_NODE)
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end
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end
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