mirror of https://github.com/axmolengine/axmol.git
add Physics3DRigidBodyDes support new , add new file jsb_cocos2dx_3d_conversions.h and jsb_cocos2dx_3d_conversions.cpp
This commit is contained in:
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9c6b5730d0
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cb2b427eed
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@ -21,6 +21,7 @@
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<ClCompile Include="..\auto\jsb_cocos2dx_spine_auto.cpp" />
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<ClCompile Include="..\auto\jsb_cocos2dx_studio_auto.cpp" />
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<ClCompile Include="..\auto\jsb_cocos2dx_ui_auto.cpp" />
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<ClCompile Include="..\manual\3d\jsb_cocos2dx_3d_conversions.cpp" />
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<ClCompile Include="..\manual\3d\jsb_cocos2dx_3d_manual.cpp" />
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<ClCompile Include="..\manual\chipmunk\js_bindings_chipmunk_auto_classes.cpp" />
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<ClCompile Include="..\manual\chipmunk\js_bindings_chipmunk_functions.cpp" />
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@ -61,6 +62,7 @@
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<ClInclude Include="..\auto\jsb_cocos2dx_spine_auto.hpp" />
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<ClInclude Include="..\auto\jsb_cocos2dx_studio_auto.hpp" />
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<ClInclude Include="..\auto\jsb_cocos2dx_ui_auto.hpp" />
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<ClInclude Include="..\manual\3d\jsb_cocos2dx_3d_conversions.h" />
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<ClInclude Include="..\manual\3d\jsb_cocos2dx_3d_manual.h" />
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<ClInclude Include="..\manual\chipmunk\js_bindings_chipmunk_auto_classes.h" />
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<ClInclude Include="..\manual\chipmunk\js_bindings_chipmunk_auto_classes_registration.h" />
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@ -204,4 +206,4 @@ xcopy /Y /Q "$(ProjectDir)..\..\..\..\external\spidermonkey\prebuilt\win32\*.*"
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -161,6 +161,9 @@
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<ClCompile Include="..\manual\navmesh\jsb_cocos2dx_navmesh_conversions.cpp">
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<Filter>manual\navmesh</Filter>
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</ClCompile>
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<ClCompile Include="..\manual\3d\jsb_cocos2dx_3d_conversions.cpp">
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<Filter>manual\3d</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\auto\jsb_cocos2dx_auto.hpp">
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@ -298,5 +301,8 @@
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<ClInclude Include="..\manual\navmesh\jsb_cocos2dx_navmesh_conversions.h">
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<Filter>manual\navmesh</Filter>
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</ClInclude>
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<ClInclude Include="..\manual\3d\jsb_cocos2dx_3d_conversions.h">
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<Filter>manual\3d</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -352,4 +352,8 @@ jsb.Physics3DPointToPointConstraint.prototype._ctor = function(first, second, th
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{
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throw new Error("error arguments");
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}
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}
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jsb.Physics3DRigidBody.prototype._ctor = function(rigidBodyInfo){
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this.init(rigidBodyInfo);
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}
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@ -76,7 +76,7 @@ var NavMeshBaseTestDemo = NavMeshTestScene.extend({
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var rbDes = jsb.physics3DRigidBodyDes();
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rbDes.mass = 0;
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rbDes.shape = jsb.Physics3DShape.createMesh(trianglesList, trianglesList.length/3);
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var rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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var rigidBody = new jsb.Physics3DRigidBody(rbDes);
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var component = new jsb.Physics3DComponent(rigidBody);
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var sprite = jsb.Sprite3D.create("NavMesh/scene.obj");
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sprite.addComponent(component);
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@ -302,7 +302,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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rbDes.mass = 10;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(5, 5, 5));
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var rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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var rigidBody = new jsb.Physics3DRigidBody(rbDes);
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var quat = cc.math.quaternion(cc.math.vec3(0, 1, 0), cc.degreesToRadians(180));
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var component = new jsb.Physics3DComponent(rigidBody, cc.math.vec3(0, -3, 0), quat);
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@ -325,7 +325,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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//create hinge constraint
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rbDes.mass = 1;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(8, 8, 1));
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rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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rigidBody = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBody);
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sprite = new jsb.Sprite3D("Sprite3DTest/box.c3t");
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sprite.setTexture("Sprite3DTest/plane.png");
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@ -343,7 +343,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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//create slider constraint
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rbDes.mass = 1;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(3, 2, 3));
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rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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rigidBody = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBody);
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sprite = new jsb.Sprite3D("Sprite3DTest/box.c3t");
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sprite.setTexture("Sprite3DTest/plane.png");
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@ -358,7 +358,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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rbDes.mass = 0;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(3, 3, 3));
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var rigidBodyB = jsb.Physics3DRigidBody.create(rbDes);
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var rigidBodyB = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBodyB);
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sprite = new jsb.Sprite3D("Sprite3DTest/box.c3t");
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sprite.setTexture("Sprite3DTest/plane.png");
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@ -379,7 +379,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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//create ConeTwist constraint
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rbDes.mass = 1;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(3, 3, 3));
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rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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rigidBody = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBody);
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sprite = new jsb.Sprite3D("Sprite3DTest/box.c3t");
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sprite.setTexture("Sprite3DTest/plane.png");
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@ -398,7 +398,7 @@ var Physics3DConstraintDemo = Physics3DTestDemo.extend({
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//create 6 dof constraint
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rbDes.mass = 1;
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rbDes.shape = jsb.Physics3DShape.createBox(cc.math.vec3(3, 3, 3));
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rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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rigidBody = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBody);
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sprite = new jsb.Sprite3D("Sprite3DTest/box.c3t");
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sprite.setTexture("Sprite3DTest/plane.png");
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@ -570,7 +570,7 @@ var Physics3DCollisionCallbackDemo = Physics3DTestDemo.extend({
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rbDes.mass = 0;
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rbDes.shape = jsb.Physics3DShape.createMesh(trianglesList, trianglesList.length/3);
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var rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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var rigidBody = new jsb.Physics3DRigidBody(rbDes);
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var component = new jsb.Physics3DComponent(rigidBody);
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var sprite = new jsb.Sprite3D("Sprite3DTest/boss.c3b");
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sprite.addComponent(component);
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@ -633,7 +633,7 @@ var Physics3DTerrainDemo = Physics3DTestDemo.extend({
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var heightData = terrain.getHeightData();
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var size = terrain.getTerrainSize();
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rbDes.shape = jsb.Physics3DShape.createHeightfield(size.width, size.height, heightData, 1.0, terrain.getMinHeight(), terrain.getMaxHeight(), true, false, true);
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var rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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var rigidBody = new jsb.Physics3DRigidBody(rbDes);
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var component = new jsb.Physics3DComponent(rigidBody);
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terrain.addComponent(component);
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component.syncNodeToPhysics();
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@ -671,7 +671,7 @@ var Physics3DTerrainDemo = Physics3DTestDemo.extend({
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var trianglesList = jsb.Bundle3D.getTrianglesList("Sprite3DTest/boss.c3b");
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rbDes.mass = 0;
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rbDes.shape = jsb.Physics3DShape.createMesh(trianglesList, trianglesList.length/3);
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rigidBody = jsb.Physics3DRigidBody.create(rbDes);
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rigidBody = new jsb.Physics3DRigidBody(rbDes);
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component = new jsb.Physics3DComponent(rigidBody);
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var sprite = new jsb.Sprite3D("Sprite3DTest/boss.c3b");
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sprite.addComponent(component);
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@ -17,7 +17,7 @@ clang_flags = -nostdinc -x c++ -std=c++11 -D CC_ENABLE_BULLET_INTEGRATION -D CC_
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win32_clang_flags = -U __SSE__
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external
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cocos_headers = -I%(cocosdir)s/cocos -I%(cocosdir)s/cocos/platform/android -I%(cocosdir)s/external
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cocos_flags = -DANDROID
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@ -29,6 +29,8 @@ extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s
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# what headers to parse
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headers = %(cocosdir)s/cocos/physics3d/CCPhysics3D.h
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cpp_headers = 3d/jsb_cocos2dx_3d_conversions.h
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# what classes to produce code for. You can use regular expressions here. When testing the regular
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# expression, it will be enclosed in "^$", like this: "^Menu*$".
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classes = Physics3DWorld Physics3DShape PhysicsSprite3D Physics3DObject Physics3DRigidBody Physics3DShapesk Physics3DComponent Physics3DConstraint Physics3DPointToPointConstraint Physics3DHingeConstraint Physics3DSliderConstraint Physics3DConeTwistConstraint Physics3D6DofConstraint
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