/* * Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include "CCPhysicsDebugNodeBox2D.h" NS_AX_EXT_BEGIN PhysicsDebugNodeBox2D::PhysicsDebugNodeBox2D() { drawBP = DrawNode::create(); debugNodeOffset = {40.0f, 0.0f}; mRatio = 1.0f; } PhysicsDebugNodeBox2D::~PhysicsDebugNodeBox2D() {} axis::DrawNode* PhysicsDebugNodeBox2D::GetDrawNode() { return drawBP; } void PhysicsDebugNodeBox2D::SetDrawNode(axis::DrawNode* drawNode) { drawBP = drawNode; } axis::Vec2& PhysicsDebugNodeBox2D::GetDebugNodeOffset() { return debugNodeOffset; } void PhysicsDebugNodeBox2D::DrawPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color) { Vec2* vec = new Vec2[vertexCount]; for (size_t i = 0; i < vertexCount; i++) { vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + debugNodeOffset; } drawBP->drawPolygon(vec, vertexCount, Color4F::BLACK, 0.4f, Color4F(color.r, color.g, color.b, color.a)); } void PhysicsDebugNodeBox2D::DrawSolidPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color) { Vec2* vec = new Vec2[vertexCount]; for (size_t i = 0; i < vertexCount; i++) { vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + debugNodeOffset; } drawBP->drawPolygon(vec, vertexCount, Color4F(color.r / 2, color.g / 2, color.b / 2, color.a), 0.4f, Color4F(color.r, color.g, color.b, color.a)); } void PhysicsDebugNodeBox2D::DrawCircle(const b2Vec2& center, float radius, const b2Color& color) { drawBP->drawCircle(Vec2(center.x * mRatio, center.y * mRatio) + debugNodeOffset, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 30, true, 1.0f, 1.0f, Color4F(color.r, color.g, color.b, color.a)); } void PhysicsDebugNodeBox2D::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) { Vec2 c = {Vec2(center.x * mRatio, center.y * mRatio) + debugNodeOffset}; drawBP->drawSolidCircle(c, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 20, 1.0f, 1.0f, Color4F(color.r / 2, color.g / 2, color.b / 2, color.a), 0.4f, Color4F(color.r, color.g, color.b, color.a)); // Draw a line fixed in the circle to animate rotation. b2Vec2 pp = {(center + radius * axis)}; Vec2 cp = {Vec2(pp.x * mRatio, pp.y * mRatio) + debugNodeOffset}; drawBP->drawLine(c, cp, Color4F(color.r, color.g, color.b, color.a)); } void PhysicsDebugNodeBox2D::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) { drawBP->drawLine(Vec2(p1.x * mRatio, p1.y * mRatio) + debugNodeOffset, Vec2(p2.x * mRatio, p2.y * mRatio) + debugNodeOffset, Color4F(color.r, color.g, color.b, color.a)); } void PhysicsDebugNodeBox2D::DrawTransform(const b2Transform& xf) { b2Vec2 p1 = xf.p, p2; const float k_axisScale = 0.4f; p2 = p1 + k_axisScale * xf.q.GetXAxis(); DrawSegment(p1, p2, b2Color(1.0f, 0.0f, 0.0f)); p2 = p1 + k_axisScale * xf.q.GetYAxis(); DrawSegment(p1, p2, b2Color(0.0f, 1.0f, 0.0f)); } void PhysicsDebugNodeBox2D::DrawPoint(const b2Vec2& p, float size, const b2Color& color) { drawBP->drawPoint(Vec2(p.x * mRatio, p.y * mRatio) + debugNodeOffset, size, Color4F(color.r, color.g, color.b, color.a)); } NS_AX_EXT_END