#include "Box2dTest.h" #include "../testResource.h" #define PTM_RATIO 32 enum { kTagParentNode = 1, }; PhysicsSprite::PhysicsSprite() : m_pBody(NULL) { } void PhysicsSprite::setPhysicsBody(b2Body * body) { m_pBody = body; } // this method will only get called if the sprite is batched. // return YES if the physics values (angles, position ) changed // If you return NO, then nodeToParentTransform won't be called. bool PhysicsSprite::isDirty(void) { return true; } // returns the transform matrix according the Chipmunk Body values CCAffineTransform PhysicsSprite::nodeToParentTransform(void) { b2Vec2 pos = m_pBody->GetPosition(); float x = pos.x * PTM_RATIO; float y = pos.y * PTM_RATIO; if ( isIgnoreAnchorPointForPosition() ) { x += m_tAnchorPointInPoints.x; y += m_tAnchorPointInPoints.y; } // Make matrix float radians = m_pBody->GetAngle(); float c = cosf(radians); float s = sinf(radians); if( ! CCPoint::CCPointEqualToPoint(m_tAnchorPointInPoints, CCPointZero) ){ x += c*-m_tAnchorPointInPoints.x + -s*-m_tAnchorPointInPoints.y; y += s*-m_tAnchorPointInPoints.x + c*-m_tAnchorPointInPoints.y; } // Rot, Translate Matrix m_tTransform = CCAffineTransformMake( c, s, -s, c, x, y ); return m_tTransform; } Box2DTestLayer::Box2DTestLayer() : m_pSpriteTexture(NULL) { setTouchEnabled( true ); setAccelerometerEnabled( true ); CCSize s = CCDirector::sharedDirector()->getWinSize(); // init physics this->initPhysics(); // create reset button this->createResetButton(); //Set up sprite #if 1 // Use batch node. Faster CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/blocks.png", 100); m_pSpriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/blocks.png"); CCNode *parent = CCNode::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(ccp(s.width/2, s.height/2)); CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32); addChild(label, 0); label->setColor(ccc3(0,0,255)); label->setPosition(ccp( s.width/2, s.height-50)); scheduleUpdate(); } Box2DTestLayer::~Box2DTestLayer() { delete world; world = NULL; //delete m_debugDraw; } void Box2DTestLayer::initPhysics() { CCSize s = CCDirector::sharedDirector()->getWinSize(); b2Vec2 gravity; gravity.Set(0.0f, -10.0f); world = new b2World(gravity); // Do we want to let bodies sleep? world->SetAllowSleeping(true); world->SetContinuousPhysics(true); // m_debugDraw = new GLESDebugDraw( PTM_RATIO ); // world->SetDebugDraw(m_debugDraw); uint32 flags = 0; flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // flags += b2Draw::e_aabbBit; // flags += b2Draw::e_pairBit; // flags += b2Draw::e_centerOfMassBit; //m_debugDraw->SetFlags(flags); // Define the ground body. b2BodyDef groundBodyDef; groundBodyDef.position.Set(0, 0); // bottom-left corner // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body* groundBody = world->CreateBody(&groundBodyDef); // Define the ground box shape. b2EdgeShape groundBox; // bottom groundBox.Set(b2Vec2(0,0), b2Vec2(s.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox,0); // top groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); // left groundBox.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(0,0)); groundBody->CreateFixture(&groundBox,0); // right groundBox.Set(b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox,0); } void Box2DTestLayer::createResetButton() { CCMenuItemImage *reset = CCMenuItemImage::create("Images/r1.png", "Images/r2.png", this, menu_selector(Box2DTestLayer::reset)); CCMenu *menu = CCMenu::create(reset, NULL); CCSize s = CCDirector::sharedDirector()->getWinSize(); menu->setPosition(ccp(s.width/2, 30)); this->addChild(menu, -1); } void Box2DTestLayer::reset(CCObject* sender) { CCScene* s = new Box2DTestScene(); Box2DTestLayer* child = new Box2DTestLayer(); s->addChild(child); child->release(); CCDirector::sharedDirector()->replaceScene(s); s->release(); } void Box2DTestLayer::draw() { // // IMPORTANT: // This is only for debug purposes // It is recommend to disable it // CCLayer::draw(); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); kmGLPushMatrix(); world->DrawDebugData(); kmGLPopMatrix(); } void Box2DTestLayer::addNewSpriteAtPosition(CCPoint p) { CCLOG("Add sprite %0.2f x %02.f",p.x,p.y); CCNode* parent = getChildByTag(kTagParentNode); //We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is //just randomly picking one of the images int idx = (CCRANDOM_0_1() > .5 ? 0:1); int idy = (CCRANDOM_0_1() > .5 ? 0:1); PhysicsSprite *sprite = new PhysicsSprite(); sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32)); sprite->autorelease(); parent->addChild(sprite); sprite->setPosition( CCPointMake( p.x, p.y) ); // Define the dynamic body. //Set up a 1m squared box in the physics world b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO); b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2PolygonShape dynamicBox; dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); sprite->setPhysicsBody(body); } void Box2DTestLayer::update(float dt) { //It is recommended that a fixed time step is used with Box2D for stability //of the simulation, however, we are using a variable time step here. //You need to make an informed choice, the following URL is useful //http://gafferongames.com/game-physics/fix-your-timestep/ int velocityIterations = 8; int positionIterations = 1; // Instruct the world to perform a single step of simulation. It is // generally best to keep the time step and iterations fixed. world->Step(dt, velocityIterations, positionIterations); } void Box2DTestLayer::ccTouchesEnded(CCSet* touches, CCEvent* event) { //Add a new body/atlas sprite at the touched location CCSetIterator it; CCTouch* touch; for( it = touches->begin(); it != touches->end(); it++) { touch = (CCTouch*)(*it); if(!touch) break; CCPoint location = touch->locationInView(); location = CCDirector::sharedDirector()->convertToGL(location); addNewSpriteAtPosition( location ); } } /* void Box2DTestLayer::accelerometer(UIAccelerometer* accelerometer, CCAcceleration* acceleration) { static float prevX=0, prevY=0; //#define kFilterFactor 0.05f #define kFilterFactor 1.0f // don't use filter. the code is here just as an example float accelX = (float) acceleration.x * kFilterFactor + (1- kFilterFactor)*prevX; float accelY = (float) acceleration.y * kFilterFactor + (1- kFilterFactor)*prevY; prevX = accelX; prevY = accelY; // accelerometer values are in "Portrait" mode. Change them to Landscape left // multiply the gravity by 10 b2Vec2 gravity( -accelY * 10, accelX * 10); world->SetGravity( gravity ); } */ void Box2DTestScene::runThisTest() { CCLayer* pLayer = new Box2DTestLayer(); addChild(pLayer); pLayer->release(); CCDirector::sharedDirector()->replaceScene(this); }