#include "Box2dTest.h" #include "../testResource.h" #include "extensions/cocos-ext.h" #include "renderer/CCRenderer.h" #include "renderer/CCCustomCommand.h" USING_NS_CC_EXT; #define PTM_RATIO 32 enum { kTagParentNode = 1, }; Box2DTestLayer::Box2DTestLayer() : _spriteTexture(nullptr) , world(nullptr) { #if CC_ENABLE_BOX2D_INTEGRATION auto dispatcher = Director::getInstance()->getEventDispatcher(); auto touchListener = EventListenerTouchAllAtOnce::create(); touchListener->onTouchesEnded = CC_CALLBACK_2(Box2DTestLayer::onTouchesEnded, this); dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); // init physics this->initPhysics(); // create reset button this->createResetButton(); //Set up sprite #if 1 // Use batch node. Faster auto parent = SpriteBatchNode::create("Images/blocks.png", 100); _spriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower _spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/blocks.png"); auto parent = Node::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(VisibleRect::center()); auto label = Label::createWithTTF("Tap screen", "fonts/Marker Felt.ttf", 32.0f); addChild(label, 0); label->setColor(Color3B(0,0,255)); label->setPosition(VisibleRect::center().x, VisibleRect::top().y-50); scheduleUpdate(); #else auto label = Label::createWithTTF("Should define CC_ENABLE_BOX2D_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 } Box2DTestLayer::~Box2DTestLayer() { CC_SAFE_DELETE(world); //delete _debugDraw; } void Box2DTestLayer::initPhysics() { 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); // _debugDraw = new (std::nothrow) GLESDebugDraw( PTM_RATIO ); // world->SetDebugDraw(_debugDraw); uint32 flags = 0; flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // flags += b2Draw::e_aabbBit; // flags += b2Draw::e_pairBit; // flags += b2Draw::e_centerOfMassBit; //_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(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); // top groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); // left groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); // right groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO)); groundBody->CreateFixture(&groundBox,0); } void Box2DTestLayer::createResetButton() { auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", [](Ref *sender) { auto s = new (std::nothrow) Box2DTestScene(); auto child = new (std::nothrow) Box2DTestLayer(); s->addChild(child); child->release(); Director::getInstance()->replaceScene(s); s->release(); }); auto menu = Menu::create(reset, nullptr); menu->setPosition(VisibleRect::bottom().x, VisibleRect::bottom().y + 30); this->addChild(menu, -1); } void Box2DTestLayer::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { // // IMPORTANT: // This is only for debug purposes // It is recommend to disable it // Layer::draw(renderer, transform, flags); #if CC_ENABLE_BOX2D_INTEGRATION GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION ); Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); _modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(Box2DTestLayer::onDraw, this); renderer->addCommand(&_customCommand); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); #endif } #if CC_ENABLE_BOX2D_INTEGRATION void Box2DTestLayer::onDraw() { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); auto oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV); world->DrawDebugData(); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV); } #endif void Box2DTestLayer::addNewSpriteAtPosition(Vec2 p) { CCLOG("Add sprite %0.2f x %02.f",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); #if CC_ENABLE_BOX2D_INTEGRATION auto parent = this->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); auto sprite = PhysicsSprite::createWithTexture(_spriteTexture,Rect(32 * idx,32 * idy,32,32)); parent->addChild(sprite); sprite->setB2Body(body); sprite->setPTMRatio(PTM_RATIO); sprite->setPosition(p.x, p.y); #endif } 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::onTouchesEnded(const std::vector& touches, Event* event) { //Add a new body/atlas sprite at the touched location for (auto& touch : touches) { if(!touch) break; auto location = touch->getLocation(); addNewSpriteAtPosition( location ); } } /* void Box2DTestLayer::accelerometer(UIAccelerometer* accelerometer, Acceleration* 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() { auto layer = new (std::nothrow) Box2DTestLayer(); addChild(layer); layer->release(); Director::getInstance()->replaceScene(this); }