issue #3401: physical lua banding script, add testlua->physics test

This commit is contained in:
boyu0 2014-01-06 22:19:40 +08:00
parent 0a06d93328
commit eaa3041a97
10 changed files with 1678 additions and 28 deletions

View File

@ -212,6 +212,7 @@ public:
virtual float calculateDefaultMoment() override;
void getPoints(Point* outPoints) const;
int getPointsCount() const { return 4; }
Size getSize() const;
virtual Point getOffset() override { return _offset; }

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@ -1539,6 +1539,19 @@ bool luaval_to_std_vector_int(lua_State* L, int lo, std::vector<int>* ret)
return ok;
}
void points_to_luaval(lua_State* L,const Point* pt, int count)
{
if (NULL == L)
return;
lua_newtable(L);
for (int i = 1; i <= count; ++i)
{
lua_pushnumber(L, i);
point_to_luaval(L, pt[i-1]);
lua_rawset(L, -3);
}
}
void point_to_luaval(lua_State* L,const Point& pt)
{
if (NULL == L)
@ -1568,6 +1581,56 @@ void physics_material_to_luaval(lua_State* L,const PhysicsMaterial& pm)
lua_rawset(L, -3); /* table[key] = value, L: table */
}
void physics_raycastinfo_to_luaval(lua_State* L, const PhysicsRayCastInfo& info)
{
if (NULL == L)
return;
lua_newtable(L); /* L: table */
lua_pushstring(L, "shape"); /* L: table key */
PhysicsShape* shape = info.shape;
if (shape == nullptr)
{
lua_pushnil(L);
}else
{
std::string hashName = typeid(*shape).name();
auto iter = g_luaType.find(hashName);
std::string className = "";
if(iter != g_luaType.end()){
className = iter->second.c_str();
} else {
className = "PhysicsShape";
}
int ID = (int)(shape->_ID);
int* luaID = &(shape->_luaID);
toluafix_pushusertype_ccobject(L, ID, luaID, (void*)shape,className.c_str());
}
lua_rawset(L, -3); /* table[key] = value, L: table */
lua_pushstring(L, "start"); /* L: table key */
point_to_luaval(L, info.start);
lua_rawset(L, -3); /* table[key] = value, L: table */
lua_pushstring(L, "end"); /* L: table key */
point_to_luaval(L, info.end);
lua_rawset(L, -3); /* table[key] = value, L: table */
lua_pushstring(L, "contact"); /* L: table key */
point_to_luaval(L, info.contact);
lua_rawset(L, -3); /* table[key] = value, L: table */
lua_pushstring(L, "normal"); /* L: table key */
point_to_luaval(L, info.normal);
lua_rawset(L, -3); /* table[key] = value, L: table */
lua_pushstring(L, "fraction"); /* L: table key */
lua_pushnumber(L, (lua_Number) info.fraction); /* L: table key value*/
lua_rawset(L, -3); /* table[key] = value, L: table */
}
void size_to_luaval(lua_State* L,const Size& sz)
{
if (NULL == L)

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@ -173,12 +173,14 @@ extern bool luaval_to_ccvaluevector(lua_State* L, int lo, cocos2d::ValueVector*
// from native
extern void point_to_luaval(lua_State* L,const Point& pt);
extern void points_to_luaval(lua_State* L,const Point* pt, int count);
extern void size_to_luaval(lua_State* L,const Size& sz);
extern void rect_to_luaval(lua_State* L,const Rect& rt);
extern void color3b_to_luaval(lua_State* L,const Color3B& cc);
extern void color4b_to_luaval(lua_State* L,const Color4B& cc);
extern void color4f_to_luaval(lua_State* L,const Color4F& cc);
extern void physics_material_to_luaval(lua_State* L,const PhysicsMaterial& pm);
extern void physics_raycastinfo_to_luaval(lua_State* L, const PhysicsRayCastInfo& info);
extern void affinetransform_to_luaval(lua_State* L,const AffineTransform& inValue);
extern void fontdefinition_to_luaval(lua_State* L,const FontDefinition& inValue);
extern void array_to_luaval(lua_State* L,Array* inValue);

File diff suppressed because it is too large Load Diff

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@ -360,3 +360,9 @@ end
function cc.AnimationFrameData( _texCoords, _delay, _size)
return { texCoords = _texCoords, delay = _delay, size = _size }
end
--PhysicsMaterial
function cc.PhysicsMaterial(_density, _restitution, _friction)
return { density = _density, restitution = _restitution, friction = _friction }
end

View File

@ -352,3 +352,6 @@ cc.EVENT_MOUSE = 4
cc.EVENT_ACCELERATION = 5
cc.EVENT_CUSTOM = 6
cc.PHYSICSSHAPE_MATERIAL_DEFAULT = {0.0, 0.5, 0.5}
cc.PHYSICSBODY_MATERIAL_DEFAULT = {0.1, 0.5, 0.5}

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@ -0,0 +1,620 @@
local size = cc.Director:getInstance():getWinSize()
local MATERIAL_DEFAULT = cc.PhysicsMaterial(0.1, 0.5, 0.5)
local curLayer = nil
local STATIC_COLOR = cc.c4f(1.0, 0.0, 0.0, 1.0)
local DRAG_BODYS_TAG = 0x80
local function range(from, to, step)
step = step or 1
return function(_, lastvalue)
local nextvalue = lastvalue + step
if step > 0 and nextvalue <= to or step < 0 and nextvalue >= to or
step == 0
then
return nextvalue
end
end, nil, from - step
end
local function initWithLayer(layer, callback)
curLayer = layer
layer.spriteTexture = cc.SpriteBatchNode:create("Images/grossini_dance_atlas.png", 100):getTexture()
local debug = false
local function toggleDebugCallback(sender)
debug = not debug
cc.Director:getInstance():getRunningScene():getPhysicsWorld():setDebugDrawMask(debug and cc.PhysicsWorld.DEBUGDRAW_ALL or cc.PhysicsWorld.DEBUGDRAW_NONE)
end
layer.toggleDebug = toggleDebugCallback;
cc.MenuItemFont:setFontSize(18)
local item = cc.MenuItemFont:create("Toogle debug")
item:registerScriptTapHandler(toggleDebugCallback)
local menu = cc.Menu:create(item)
layer:addChild(menu)
menu:setPosition(size.width - 50, size.height - 10)
Helper.initWithLayer(layer)
local function onNodeEvent(event)
if "enter" == event then
callback()
end
end
layer:registerScriptHandler(onNodeEvent)
end
local function addGrossiniAtPosition(layer, p, scale)
scale = scale or 1.0
local posx = math.random() * 200.0
local posy = math.random() * 100.0
posx = (math.floor(posx) % 4) * 85
posy = (math.floor(posy) % 3) * 121
local sp = cc.Sprite:createWithTexture(layer.spriteTexture, cc.rect(posx, posy, 85, 121))
sp:setScale(scale)
sp:setPhysicsBody(cc.PhysicsBody:createBox(cc.size(48.0*scale, 108.0*scale)))
layer:addChild(sp)
sp:setPosition(p)
return sp
end
local function onTouchBegan(touch, event)
local location = touch:getLocation()
local arr = cc.Director:getInstance():getRunningScene():getPhysicsWorld():getShapes(location)
local body
for _, obj in ipairs(arr) do
if bit.band(obj:getBody():getTag(), DRAG_BODYS_TAG) ~= 0 then
body = obj:getBody();
break;
end
end
if body then
local mouse = cc.Node:create();
mouse:setPhysicsBody(cc.PhysicsBody:create(PHYSICS_INFINITY, PHYSICS_INFINITY));
mouse:getPhysicsBody():setDynamic(false);
mouse:setPosition(location);
curLayer:addChild(mouse);
local joint = cc.PhysicsJointPin:construct(mouse:getPhysicsBody(), body, location);
joint:setMaxForce(5000.0 * body:getMass());
cc.Director:getInstance():getRunningScene():getPhysicsWorld():addJoint(joint);
touch.mouse = mouse
return true;
end
return false;
end
local function onTouchMoved(touch, event)
if touch.mouse then
touch.mouse:setPosition(touch:getLocation());
end
end
local function onTouchEnded(touch, event)
if touch.mouse then
curLayer:removeChild(touch.mouse)
touch.mouse = nil
end
end
local function makeBall(layer, point, radius, material)
material = material or MATERIAL_DEFAULT
local ball
if layer.ball then
ball = cc.Sprite:createWithTexture(layer.ball:getTexture())
else
ball = cc.Sprite:create("Images/ball.png")
end
ball:setScale(0.13 * radius)
local body = cc.PhysicsBody:createCircle(radius, material)
ball:setPhysicsBody(body)
ball:setPosition(point)
return ball
end
local function makeBox(point, size, material)
material = material or DEFAULT_MATERIAL
local box = math.random() > 0.5 and cc.Sprite:create("Images/YellowSquare.png") or cc.Sprite:create("Images/CyanSquare.png");
box:setScaleX(size.width/100.0);
box:setScaleY(size.height/100.0);
local body = cc.PhysicsBody:createBox(size);
box:setPhysicsBody(body);
box:setPosition(cc.p(point.x, point.y));
return box;
end
local function makeTriangle(point, size, material)
material = material or DEFAULT_MATERIAL
local triangle = math.random() > 0.5 and cc.Sprite:create("Images/YellowTriangle.png") or cc.Sprite:create("Images/CyanTriangle.png");
if size.height == 0 then
triangle:setScale(size.width/100.0);
else
triangle:setScaleX(size.width/50.0)
triangle:setScaleY(size.height/43.5)
end
vers = { cc.p(0, size.height/2), cc.p(size.width/2, -size.height/2), cc.p(-size.width/2, -size.height/2)};
local body = cc.PhysicsBody:createPolygon(vers);
triangle:setPhysicsBody(body);
triangle:setPosition(point);
return triangle;
end
local function PhysicsDemoClickAdd()
local layer = cc.Layer:create()
local function onEnter()
local function onTouchEnded(touch, event)
local location = touch:getLocation();
addGrossiniAtPosition(layer, location)
end
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(function() return true end, cc.Handler.EVENT_TOUCH_BEGAN)
touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED)
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer)
addGrossiniAtPosition(layer, VisibleRect:center())
local node = cc.Node:create()
node:setPhysicsBody(cc.PhysicsBody:createEdgeBox(cc.size(VisibleRect:getVisibleRect().width, VisibleRect:getVisibleRect().height)))
node:setPosition(VisibleRect:center())
layer:addChild(node)
end
initWithLayer(layer, onEnter)
Helper.titleLabel:setString("Grossini")
Helper.subtitleLabel:setString("multi touch to add grossini")
return layer
end
local function PhysicsDemoLogoSmash()
local layer = cc.Layer:create()
local function onEnter()
local logo_width = 188.0
local logo_height = 35.0
local logo_raw_length = 24.0
local logo_image = {
15,-16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-64,15,63,-32,-2,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,31,-64,15,127,-125,-1,-128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,127,-64,15,127,15,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-2,
31,-1,-64,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-1,-64,0,-4,63,-1,-32,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,1,-1,-64,15,-8,127,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,-1,-64,0,-8,-15,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,-31,-1,-64,15,-8,-32,
-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,-15,-1,-64,9,-15,-32,-1,-32,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,31,-15,-1,-64,0,-15,-32,-1,-32,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,63,-7,-1,-64,9,-29,-32,127,-61,-16,63,15,-61,-1,-8,31,-16,15,-8,126,7,-31,
-8,31,-65,-7,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13,
-4,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-2,63,-8,31,-4,-1,15,-13,
-2,63,-1,-3,-1,-64,9,-29,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
-2,63,-33,-1,-1,-32,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
-1,63,-33,-1,-1,-16,9,-25,-32,0,7,-8,127,-97,-25,-1,-1,63,-4,63,-4,-1,15,-13,
-1,63,-49,-1,-1,-8,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
-1,-65,-49,-1,-1,-4,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
-1,-65,-57,-1,-1,-2,9,-57,-32,0,7,-8,127,-97,-25,-8,-1,63,-2,127,-4,-1,15,-13,
-1,-1,-57,-1,-1,-1,9,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
-1,-61,-1,-1,-1,-119,-57,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
-1,-61,-1,-1,-1,-55,-49,-32,0,7,-1,-1,-97,-25,-8,-1,63,-1,-1,-4,-1,15,-13,-1,
-1,-63,-1,-1,-1,-23,-49,-32,127,-57,-1,-1,-97,-25,-1,-1,63,-1,-1,-4,-1,15,-13,
-1,-1,-63,-1,-1,-1,-16,-49,-32,-1,-25,-1,-1,-97,-25,-1,-1,63,-33,-5,-4,-1,15,
-13,-1,-1,-64,-1,-9,-1,-7,-49,-32,-1,-25,-8,127,-97,-25,-1,-1,63,-33,-5,-4,-1,
15,-13,-1,-1,-64,-1,-13,-1,-32,-49,-32,-1,-25,-8,127,-97,-25,-1,-2,63,-49,-13,
-4,-1,15,-13,-1,-1,-64,127,-7,-1,-119,-17,-15,-1,-25,-8,127,-97,-25,-1,-2,63,
-49,-13,-4,-1,15,-13,-3,-1,-64,127,-8,-2,15,-17,-1,-1,-25,-8,127,-97,-25,-1,
-8,63,-49,-13,-4,-1,15,-13,-3,-1,-64,63,-4,120,0,-17,-1,-1,-25,-8,127,-97,-25,
-8,0,63,-57,-29,-4,-1,15,-13,-4,-1,-64,63,-4,0,15,-17,-1,-1,-25,-8,127,-97,
-25,-8,0,63,-57,-29,-4,-1,-1,-13,-4,-1,-64,31,-2,0,0,103,-1,-1,-57,-8,127,-97,
-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
};
local function get_pixel(x, y)
return bit.band(bit.rshift(logo_image[bit.rshift(x, 3) + y*logo_raw_length + 1], bit.band(bit.bnot(x), 0x07)), 1)
end
cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0, 0));
cc.Director:getInstance():getRunningScene():getPhysicsWorld():setUpdateRate(5.0);
layer.ball = cc.SpriteBatchNode:create("Images/ball.png", #logo_image);
layer:addChild(layer.ball);
for y in range(0, logo_height-1) do
for x in range(0, logo_width-1) do
if get_pixel(x, y) == 1 then
local x_jitter = 0.05*math.random();
local y_jitter = 0.05*math.random();
local ball = makeBall(layer, cc.p(2*(x - logo_width/2 + x_jitter) + VisibleRect:getVisibleRect().width/2,
2*(logo_height-y + y_jitter) + VisibleRect:getVisibleRect().height/2 - logo_height/2),
0.95, cc.PhysicsMaterial(0.01, 0.0, 0.0));
ball:getPhysicsBody():setMass(1.0);
ball:getPhysicsBody():setMoment(PHYSICS_INFINITY);
layer.ball:addChild(ball);
end
end
end
local bullet = makeBall(layer, cc.p(400, 0), 10, cc.PhysicsMaterial(PHYSICS_INFINITY, 0, 0));
bullet:getPhysicsBody():setVelocity(cc.p(200, 0));
bullet:setPosition(cc.p(-500, VisibleRect:getVisibleRect().height/2))
layer.ball:addChild(bullet);
end
initWithLayer(layer, onEnter)
Helper.titleLabel:setString("Logo Smash")
return layer
end
local function PhysicsDemoJoints()
local layer = cc.Layer:create()
local function onEnter()
layer:toggleDebug();
local touchListener = cc.EventListenerTouchOneByOne:create()
touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN)
touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED)
touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED)
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer)
local width = (VisibleRect:getVisibleRect().width - 10) / 4;
local height = (VisibleRect:getVisibleRect().height - 50) / 4;
local node = cc.Node:create();
local box = cc.PhysicsBody:create();
node:setPhysicsBody(box);
box:setDynamic(false);
node:setPosition(cc.p(0, 0));
layer:addChild(node);
local scene = cc.Director:getInstance():getRunningScene();
for i in range(0, 3) do
for j in range(0, 3) do
local offset = cc.p(VisibleRect:leftBottom().x + 5 + j * width + width/2, VisibleRect:leftBottom().y + 50 + i * height + height/2);
box:addShape(cc.PhysicsShapeEdgeBox:create(cc.size(width, height), cc.PHYSICSSHAPE_MATERIAL_DEFAULT, 1, offset));
print("i,j")
print(i)
print(j)
local index = i*4 + j
if index == 0 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBall(layer, cc.p(offset.x + 30, offset.y), 10);
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), offset);
cc.Director:getInstance():getRunningScene():getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 1 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointFixed:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), offset);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 2 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointDistance:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), cc.p(0, 0), cc.p(0, 0));
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 3 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointLimit:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), cc.p(0, 0), cc.p(0, 0), 30.0, 60.0);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 4 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointSpring:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), cc.p(0, 0), cc.p(0, 0), 500.0, 0.3);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 5 then
local sp1 = makeBall(layer, cc.p(offset.x - 30, offset.y), 10);
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local joint = cc.PhysicsJointGroove:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), cc.p(30, 15), cc.p(30, -15), cc.p(-30, 0))
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 6 then
local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10));
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), box, cc.p(sp1:getPosition())));
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2:getPhysicsBody(), box, cc.p(sp2:getPosition())));
local joint = cc.PhysicsJointRotarySpring:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), 3000.0, 60.0);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 7 then
local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10));
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), box, cc.p(sp1:getPosition())));
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2:getPhysicsBody(), box, cc.p(sp2:getPosition())));
local joint = cc.PhysicsJointRotaryLimit:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), 0.0, math.pi/2);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 8 then
local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10));
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), box, cc.p(sp1:getPosition())));
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2:getPhysicsBody(), box, cc.p(sp2:getPosition())));
local joint = cc.PhysicsJointRatchet:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), 0.0, math.pi/2);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 9 then
local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10));
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), box, cc.p(sp1:getPosition())));
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2:getPhysicsBody(), box, cc.p(sp2:getPosition())));
local joint = cc.PhysicsJointGear:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), 0.0, 2.0);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
elseif index == 10 then
local sp1 = makeBox(cc.p(offset.x - 30, offset.y), cc.size(30, 10));
sp1:getPhysicsBody():setTag(DRAG_BODYS_TAG);
local sp2 = makeBox(cc.p(offset.x + 30, offset.y), cc.size(30, 10));
sp2:getPhysicsBody():setTag(DRAG_BODYS_TAG);
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp1:getPhysicsBody(), box, cc.p(sp1:getPosition())));
scene:getPhysicsWorld():addJoint(cc.PhysicsJointPin:construct(sp2:getPhysicsBody(), box, cc.p(sp2:getPosition())));
local joint = cc.PhysicsJointMotor:construct(sp1:getPhysicsBody(), sp2:getPhysicsBody(), math.pi/2);
scene:getPhysicsWorld():addJoint(joint);
layer:addChild(sp1);
layer:addChild(sp2);
end
end
end
end
initWithLayer(layer, onEnter)
Helper.titleLabel:setString("Joints")
return layer
end
local function PhysicsDemoPyramidStack()
local layer = cc.Layer:create()
local function onEnter()
local touchListener = cc.EventListenerTouchOneByOne:create();
touchListener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN);
touchListener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED);
touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED);
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer);
local node = cc.Node:create();
node:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50)));
layer:addChild(node);
local ball = cc.Sprite:create("Images/ball.png");
ball:setScale(1);
ball:setPhysicsBody(cc.PhysicsBody:createCircle(10));
ball:getPhysicsBody():setTag(DRAG_BODYS_TAG);
ball:setPosition(cc.p(VisibleRect:bottom().x, VisibleRect:bottom().y + 60));
layer:addChild(ball);
for i in range(0, 13) do
for j in range(0, i) do
local x = VisibleRect:bottom().x + (i/2 - j) * 11
local y = VisibleRect:bottom().y + (14 - i) * 23 + 100
local sp = addGrossiniAtPosition(layer, cc.p(x, y), 0.2);
sp:getPhysicsBody():setTag(DRAG_BODYS_TAG);
end
end
end
initWithLayer(layer, onEnter)
Helper.titleLabel:setString("Pyramid Stack")
return layer
end
local function PhysicsDemoRayCast()
local layer = cc.Layer:create()
local function onEnter()
local function onTouchEnded(touch, event)
local location = touch:getLocation();
local r = math.random(3);
if r ==1 then
layer:addChild(makeBall(layer, location, 5 + math.random()*10));
elseif r == 2 then
layer:addChild(makeBox(location, cc.size(10 + math.random()*15, 10 + math.random()*15)));
elseif r == 3 then
layer:addChild(makeTriangle(location, cc.size(10 + math.random()*20, 10 + math.random()*20)));
end
end
local touchListener = cc.EventListenerTouchOneByOne:create();
touchListener:registerScriptHandler(function() return true end, cc.Handler.EVENT_TOUCH_BEGAN);
touchListener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED);
local eventDispatcher = layer:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(touchListener, layer);
cc.Director:getInstance():getRunningScene():getPhysicsWorld():setGravity(cc.p(0,0));
local node = cc.DrawNode:create();
node:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50)))
node:drawSegment(cc.p(VisibleRect:leftBottom().x, VisibleRect:leftBottom().y + 50), cc.p(VisibleRect:rightBottom().x, VisibleRect:rightBottom().y + 50), 1, STATIC_COLOR);
layer:addChild(node);
local mode = 0
cc.MenuItemFont:setFontSize(18);
local item = cc.MenuItemFont:create("Toogle debugChange Mode(any)")
local function changeModeCallback(sender)
mode = (mode + 1) % 3;
if mode == 0 then
item:setString("Change Mode(any)");
elseif mode == 1 then
item:setString("Change Mode(nearest)");
elseif mode == 2 then
item:setString("Change Mode(multiple)");
end
end
item:registerScriptTapHandler(changeModeCallback)
local menu = cc.Menu:create(item);
layer:addChild(menu);
menu:setPosition(cc.p(VisibleRect:left().x+100, VisibleRect:top().y-10));
local angle = 0
local drawNode = nil
local function update(delta)
local L = 150.0;
local point1 = VisibleRect:center()
local d = cc.p(L * math.cos(angle), L * math.sin(angle));
local point2 = cc.p(point1.x + d.x, point1.y + d.y)
if drawNode then layer:removeChild(drawNode); end
drawNode = cc.DrawNode:create();
if mode == 0 then
local point3 = cc.p(point2.x, point2.y)
local function func(world, info)
point3 = info.contact
return false
end
cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2);
drawNode:drawSegment(point1, point3, 1, STATIC_COLOR);
if point2.x ~= point3.x or point2.y ~= point3.y then
drawNode:drawDot(point3, 2, cc.c4f(1.0, 1.0, 1.0, 1.0));
end
layer:addChild(drawNode);
elseif mode == 1 then
local point3 = cc.p(point2.x, point2.y)
local friction = 1.0;
local function func(world, info)
if friction > info.fraction then
point3 = info.contact;
friction = info.fraction;
end
return true;
end
cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2);
drawNode:drawSegment(point1, point3, 1, STATIC_COLOR);
if point2.x ~= point3.x or point2.y ~= point3.y then
drawNode:drawDot(point3, 2, cc.c4f(1.0, 1.0, 1.0, 1.0));
end
layer:addChild(drawNode);
elseif mode == 2 then
local points = {}
local function func(world, info)
points[#points + 1] = info.contact;
return true;
end
cc.Director:getInstance():getRunningScene():getPhysicsWorld():rayCast(func, point1, point2);
drawNode:drawSegment(point1, point2, 1, STATIC_COLOR);
for _, p in ipairs(points) do
drawNode:drawDot(p, 2, cc.c4f(1.0, 1.0, 1.0, 1.0));
end
layer:addChild(drawNode);
end
angle = angle + 0.25 * math.pi / 180.0;
end
layer:scheduleUpdateWithPriorityLua(update, 0);
end
initWithLayer(layer, onEnter)
Helper.titleLabel:setString("Ray Cast")
return layer
end
local function registerOnEnter()
layer:registerOn(PhysicsDemoLogoSmash)
end
function PhysicsTest()
cclog("PhysicsTest")
local scene = cc.Scene:createWithPhysics()
Helper.usePhysics = true
Helper.createFunctionTable = {
PhysicsDemoLogoSmash,
PhysicsDemoPyramidStack,
PhysicsDemoClickAdd,
PhysicsDemoRayCast,
PhysicsDemoJoints,
}
scene:addChild(Helper.createFunctionTable[1]())
scene:addChild(CreateBackMenuItem())
return scene
end

View File

@ -31,6 +31,7 @@ end
-- back menu callback
local function MainMenuCallback()
Helper.usePhysics = false
local scene = cc.Scene:create()
scene:addChild(CreateTestMenu())
@ -82,7 +83,12 @@ function Helper.restartAction()
end
function Helper.newScene()
local scene = cc.Scene:create()
local scene
if Helper.usePhysics then
scene = cc.Scene:createWithPhysics()
else
scene = cc.Scene:create()
end
Helper.currentLayer = Helper.createFunctionTable[Helper.index]()
scene:addChild(Helper.currentLayer)
scene:addChild(CreateBackMenuItem())

View File

@ -51,6 +51,7 @@ require "luaScript/UserDefaultTest/UserDefaultTest"
require "luaScript/ZwoptexTest/ZwoptexTest"
require "luaScript/LuaBridgeTest/LuaBridgeTest"
require "luaScript/XMLHttpRequestTest/XMLHttpRequestTest"
require "luaScript/PhysicsTest/PhysicsTest"
local LINE_SPACE = 40
@ -95,6 +96,7 @@ local _allTests = {
{ isSupported = true, name = "ParallaxTest" , create_func = ParallaxTestMain },
{ isSupported = true, name = "ParticleTest" , create_func = ParticleTest },
{ isSupported = true, name = "PerformanceTest" , create_func= PerformanceTestMain },
{ isSupported = true, name = "PhysicsTest" , create_func = PhysicsTest },
{ isSupported = true, name = "RenderTextureTest" , create_func = RenderTextureTestMain },
{ isSupported = true, name = "RotateWorldTest" , create_func = RotateWorldTest },
{ isSupported = true, name = "SceneTest" , create_func = SceneTestMain },

View File

@ -0,0 +1,67 @@
[cocos2dx_physics]
# the prefix to be added to the generated functions. You might or might not use this in your own
# templates
prefix = cocos2dx_physics
# 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/physics -I%(cocosdir)s/cocos/2d/platform -I%(cocosdir)s/cocos/2d/platform/android -I%(cocosdir)s/cocos/math/kazmath/include -I%(cocosdir)s/cocos/physics
cocos_flags = -DANDROID -DCOCOS2D_JAVASCRIPT -DCC_USE_PHYSICS=1
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/2d/cocos2d.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 = Event(.*(Physics).*) Physics.*
# 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 = PhysicsBody::[getJoints createPolygon createEdgeChain createEdgePolygon],
PhysicsShape::[recenterPoints getPolyonCenter],
PhysicsShapeBox::[getPoints],
PhysicsShapeEdgeBox::[getPoints],
PhysicsShapePolygon::[getPoints],
PhysicsShapeEdgePolygon::[getPoints],
PhysicsShapeEdgeChain::[getPoints],
PhysicsWorld::[getScene queryPoint queryRect rayCast]
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 = PhysicsWorld PhysicsJoint PhysicsContactPreSolve PhysicsContactPostSolve
# base classes which will be skipped when their sub-classes found them.
base_classes_to_skip =
# 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