#include "PhysicsTest.h" #if CC_USE_PHYSICS #include #include "ui/CocosGUI.h" #include "../testResource.h" USING_NS_CC; PhysicsTests::PhysicsTests() { ADD_TEST_CASE(PhysicsDemoLogoSmash); ADD_TEST_CASE(PhysicsDemoPyramidStack); ADD_TEST_CASE(PhysicsDemoClickAdd); ADD_TEST_CASE(PhysicsDemoRayCast); ADD_TEST_CASE(PhysicsDemoActions); ADD_TEST_CASE(PhysicsDemoJoints); ADD_TEST_CASE(PhysicsDemoPump); ADD_TEST_CASE(PhysicsDemoOneWayPlatform); ADD_TEST_CASE(PhysicsDemoSlice); ADD_TEST_CASE(PhysicsDemoBug3988); ADD_TEST_CASE(PhysicsContactTest); ADD_TEST_CASE(PhysicsPositionRotationTest); ADD_TEST_CASE(PhysicsSetGravityEnableTest); ADD_TEST_CASE(PhysicsDemoBug5482); ADD_TEST_CASE(PhysicsFixedUpdate); ADD_TEST_CASE(PhysicsTransformTest); ADD_TEST_CASE(PhysicsIssue9959); } namespace { Color4F STATIC_COLOR(1.0f, 0.0f, 0.0f, 1.0f); const int DRAG_BODYS_TAG = 0x80; } void PhysicsDemo::toggleDebug() { #if CC_USE_PHYSICS _debugDraw = !_debugDraw; _physicsWorld->setDebugDrawMask(_debugDraw ? PhysicsWorld::DEBUGDRAW_ALL : PhysicsWorld::DEBUGDRAW_NONE); #endif } PhysicsDemo::PhysicsDemo() : _spriteTexture(nullptr) , _ball(nullptr) , _debugDraw(false) { } bool PhysicsDemo::init() { TestCase::init(); return initWithPhysics(); } PhysicsDemo::~PhysicsDemo() { } std::string PhysicsDemo::title() const { return "PhysicsComponentTest"; } void PhysicsDemo::onEnter() { TestCase::onEnter(); _spriteTexture = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100)->getTexture(); // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(PhysicsDemo::toggleDebugCallback, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(Vec2(VisibleRect::right().x - item->getContentSize().width / 2 - 10, VisibleRect::top().y - item->getContentSize().height / 2 - 10)); } Sprite* PhysicsDemo::addGrossiniAtPosition(Vec2 p, float scale/* = 1.0*/) { CCLOG("Add sprite %0.2f x %02.f", p.x, p.y); int posx, posy; posx = CCRANDOM_0_1() * 200.0f; posy = CCRANDOM_0_1() * 200.0f; posx = (posx % 4) * 85; posy = (posy % 3) * 121; auto sp = Sprite::createWithTexture(_spriteTexture, Rect(posx, posy, 85, 121)); sp->setScale(scale); sp->setPosition(p); sp->addComponent(PhysicsBody::createBox(Size(48.0f, 108.0f))); this->addChild(sp); return sp; } void PhysicsDemo::toggleDebugCallback(Ref* sender) { toggleDebug(); } namespace { const int LOGO_WIDTH = 188; const int LOGO_HEIGHT = 35; const int LOGO_RAW_LENGTH = 24; const char 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 }; int getPixel(int x, int y) { return (LOGO_IMAGE[(x >> 3) + y * LOGO_RAW_LENGTH] >> (~x & 0x7)) & 1; } float frand(void) { return rand() / RAND_MAX; } } Sprite* PhysicsDemo::makeBall(Vec2 point, float radius, PhysicsMaterial material) { Sprite* ball = nullptr; if (_ball != nullptr) ball = Sprite::createWithTexture(_ball->getTexture()); else ball = Sprite::create("Images/ball.png"); ball->setScale(0.13f * radius); ball->addComponent(PhysicsBody::createCircle(ball->getContentSize().width / 2, material)); ball->setPosition(Vec2(point.x, point.y)); return ball; } Sprite* PhysicsDemo::makeBox(Vec2 point, Size size, int color, PhysicsMaterial material) { bool yellow = false; if (color == 0) { yellow = CCRANDOM_0_1() > 0.5f; } else { yellow = color == 1; } auto box = yellow ? Sprite::create("Images/YellowSquare.png") : Sprite::create("Images/CyanSquare.png"); box->setScaleX(size.width / 100.0f); box->setScaleY(size.height / 100.0f); box->addComponent(PhysicsBody::createBox(box->getContentSize(), material)); box->setPosition(Vec2(point.x, point.y)); return box; } Sprite* PhysicsDemo::makeTriangle(Vec2 point, Size size, int color, PhysicsMaterial material) { bool yellow = false; if (color == 0) { yellow = CCRANDOM_0_1() > 0.5f; } else { yellow = color == 1; } auto triangle = yellow ? Sprite::create("Images/YellowTriangle.png") : Sprite::create("Images/CyanTriangle.png"); if (size.height == 0) { triangle->setScale(size.width / 100.0f); } else { triangle->setScaleX(size.width / 50.0f); triangle->setScaleY(size.height / 43.5f); } Vec2 vers[] = { Vec2(0, triangle->getContentSize().height / 2), Vec2(triangle->getContentSize().width / 2, -triangle->getContentSize().height / 2), Vec2(-triangle->getContentSize().width / 2, -triangle->getContentSize().height / 2) }; triangle->addComponent(PhysicsBody::createPolygon(vers, 3, material)); triangle->setPosition(Vec2(point.x, point.y)); return triangle; } bool PhysicsDemo::onTouchBegan(Touch* touch, Event* event) { auto location = touch->getLocation(); auto arr = _physicsWorld->getShapes(location); PhysicsBody* body = nullptr; for (auto& obj : arr) { if ((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0) { body = obj->getBody(); break; } } if (body != nullptr) { Node* mouse = Node::create(); auto physicsBody = PhysicsBody::create(PHYSICS_INFINITY, PHYSICS_INFINITY); physicsBody->setDynamic(false); mouse->addComponent(physicsBody); mouse->setPosition(location); this->addChild(mouse); PhysicsJointPin* joint = PhysicsJointPin::construct(physicsBody, body, location); joint->setMaxForce(5000.0f * body->getMass()); _physicsWorld->addJoint(joint); _mouses.insert(std::make_pair(touch->getID(), mouse)); return true; } return false; } void PhysicsDemo::onTouchMoved(Touch* touch, Event* event) { auto it = _mouses.find(touch->getID()); if (it != _mouses.end()) { it->second->setPosition(touch->getLocation()); } } void PhysicsDemo::onTouchEnded(Touch* touch, Event* event) { auto it = _mouses.find(touch->getID()); if (it != _mouses.end()) { this->removeChild(it->second); _mouses.erase(it); } } // Implementation of PhysicsComponentDemoLogoSmash void PhysicsDemoLogoSmash::onEnter() { PhysicsDemo::onEnter(); _physicsWorld->setGravity(Vec2(0, 0)); _physicsWorld->setUpdateRate(5.0f); _ball = SpriteBatchNode::create("Images/ball.png", sizeof(LOGO_IMAGE)/sizeof(LOGO_IMAGE[0])); addChild(_ball); for (int y = 0; y < LOGO_HEIGHT; ++y) { for (int x = 0; x < LOGO_WIDTH; ++x) { if (getPixel(x, y)) { float xJitter = 0.05 * frand(); float yJitter = 0.05 * frand(); Node* ball = makeBall(Vec2(2*(x - LOGO_WIDTH/2 + xJitter) + VisibleRect::getVisibleRect().size.width/2, 2*(LOGO_HEIGHT-y + yJitter) + VisibleRect::getVisibleRect().size.height/2 - LOGO_HEIGHT/2), 0.95f, PhysicsMaterial(0.01f, 0.0f, 0.0f)); auto physicsBody = ball->getPhysicsBody(); physicsBody->setMass(1.0); physicsBody->setMoment(PHYSICS_INFINITY); _ball->addChild(ball); } } } auto bullet = makeBall(Vec2(400, 0), 10, PhysicsMaterial(PHYSICS_INFINITY, 0, 0)); bullet->getPhysicsBody()->setVelocity(Vec2(200, 0)); bullet->setPosition(Vec2(-500, VisibleRect::getVisibleRect().size.height/2)); _ball->addChild(bullet); } std::string PhysicsDemoLogoSmash::title() const { return "Logo Smash"; } // Implementation of PhysicsComponentDemoClickAdd PhysicsDemoClickAdd::~PhysicsDemoClickAdd() { Device::setAccelerometerEnabled(false); } void PhysicsDemoClickAdd::onEnter() { PhysicsDemo::onEnter(); auto touchListener = EventListenerTouchAllAtOnce::create(); touchListener->onTouchesEnded = CC_CALLBACK_2(PhysicsDemoClickAdd::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); Device::setAccelerometerEnabled(true); auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(PhysicsDemoClickAdd::onAcceleration, this)); _eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this); auto node = Node::create(); node->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size)); node->setPosition(VisibleRect::center()); this->addChild(node); addGrossiniAtPosition(VisibleRect::center()); } std::string PhysicsDemoClickAdd::subtitle() const { return "multi touch to add grossini"; } void PhysicsDemoClickAdd::onTouchesEnded(const std::vector& touches, Event* event) { //Add a new body/atlas sprite at the touched location for( auto touch: touches) { auto location = touch->getLocation(); addGrossiniAtPosition( location ); } } void PhysicsDemoClickAdd::onAcceleration(Acceleration* acc, Event* event) { static float prevX=0, prevY=0; #define FILTER_FACTOR 0.05f float accelX = (float) acc->x * FILTER_FACTOR + (1- FILTER_FACTOR)*prevX; float accelY = (float) acc->y * FILTER_FACTOR + (1- FILTER_FACTOR)*prevY; prevX = accelX; prevY = accelY; auto v = Vec2( accelX, accelY); v = v * 200; _physicsWorld->setGravity(v); } void PhysicsDemoPyramidStack::onEnter() { PhysicsDemo::onEnter(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemoPyramidStack::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemoPyramidStack::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemoPyramidStack::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); auto node = Node::create(); node->addComponent(PhysicsBody::createEdgeSegment(VisibleRect::leftBottom() + Vec2(0, 50), VisibleRect::rightBottom() + Vec2(0, 50))); this->addChild(node); auto ball = Sprite::create("Images/ball.png"); ball->setScale(1); ball->setTag(100); auto body = PhysicsBody::createCircle(10); ball->addComponent(body); body->setTag(DRAG_BODYS_TAG); ball->setPosition(VisibleRect::bottom() + Vec2(0, 60)); this->addChild(ball); scheduleOnce(CC_SCHEDULE_SELECTOR(PhysicsDemoPyramidStack::updateOnce), 3.0); for (int i = 0; i < 14; i++) { for (int j = 0; j <= i; j++) { auto sp = addGrossiniAtPosition(VisibleRect::bottom() + Vec2((i / 2 - j) * 11, (14 - i) * 23 + 100), 0.2f); sp->getPhysicsBody()->setTag(DRAG_BODYS_TAG); } } } void PhysicsDemoPyramidStack::updateOnce(float delta) { auto ball = getChildByTag(100); if (ball) ball->setScale(ball->getScale() * 3); } std::string PhysicsDemoPyramidStack::title() const { return "Pyramid Stack"; } PhysicsDemoRayCast::PhysicsDemoRayCast() : _angle(0.0f) , _node(nullptr) , _mode(0) {} void PhysicsDemoRayCast::onEnter() { PhysicsDemo::onEnter(); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesEnded = CC_CALLBACK_2(PhysicsDemoRayCast::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); _physicsWorld->setGravity(Point::ZERO); auto node = DrawNode::create(); node->addComponent(PhysicsBody::createEdgeSegment(VisibleRect::leftBottom() + Vec2(0, 50), VisibleRect::rightBottom() + Vec2(0, 50))); node->drawSegment(VisibleRect::leftBottom() + Vec2(0, 50), VisibleRect::rightBottom() + Vec2(0, 50), 1, STATIC_COLOR); this->addChild(node); MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Change Mode(any)", CC_CALLBACK_1(PhysicsDemoRayCast::changeModeCallback, this)); auto menu = Menu::create(item, nullptr); this->addChild(menu); menu->setPosition(Vec2(VisibleRect::left().x + 100, VisibleRect::top().y - 10)); scheduleUpdate(); } void PhysicsDemoRayCast::changeModeCallback(Ref* sender) { _mode = (_mode + 1) % 3; switch (_mode) { case 0: ((MenuItemFont*)sender)->setString("Change Mode(any)"); break; case 1: ((MenuItemFont*)sender)->setString("Change Mode(nearest)"); break; case 2: ((MenuItemFont*)sender)->setString("Change Mode(multiple)"); break; default: break; } } bool PhysicsDemoRayCast::anyRay(PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data) { *((Vec2*)data) = info.contact; return false; } void PhysicsDemoRayCast::update(float delta) { float L = 150.0f; Vec2 point1 = VisibleRect::center(); Vec2 d(L * cosf(_angle), L * sinf(_angle)); Vec2 point2 = point1 + d; removeChild(_node); _node = DrawNode::create(); switch (_mode) { case 0: { Vec2 point3 = point2; auto func = CC_CALLBACK_3(PhysicsDemoRayCast::anyRay, this); _physicsWorld->rayCast(func, point1, point2, &point3); _node->drawSegment(point1, point3, 1, STATIC_COLOR); if (point2 != point3) { _node->drawDot(point3, 2, Color4F(1.0f, 1.0f, 1.0f, 1.0f)); } addChild(_node); break; } case 1: { Vec2 point3 = point2; float friction = 1.0f; PhysicsRayCastCallbackFunc func = [&point3, &friction](PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data)->bool { if (friction > info.fraction) { point3 = info.contact; friction = info.fraction; } return true; }; _physicsWorld->rayCast(func, point1, point2, nullptr); _node->drawSegment(point1, point3, 1, STATIC_COLOR); if (point2 != point3) { _node->drawDot(point3, 2, Color4F(1.0f, 1.0f, 1.0f, 1.0f)); } addChild(_node); break; } case 2: { #define MAX_MULTI_RAYCAST_NUM 5 Vec2 points[MAX_MULTI_RAYCAST_NUM]; int num = 0; PhysicsRayCastCallbackFunc func = [&points, &num](PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data)->bool { if (num < MAX_MULTI_RAYCAST_NUM) { points[num++] = info.contact; } return true; }; _physicsWorld->rayCast(func, point1, point2, nullptr); _node->drawSegment(point1, point2, 1, STATIC_COLOR); for (int i = 0; i < num; ++i) { _node->drawDot(points[i], 2, Color4F(1.0f, 1.0f, 1.0f, 1.0f)); } addChild(_node); break; } default: break; } _angle += 0.25f * (float)M_PI / 180.0f; } void PhysicsDemoRayCast::onTouchesEnded(const std::vector& touches, Event* event) { //Add a new body/atlas sprite at the touched location for (auto &touch : touches) { auto location = touch->getLocation(); float r = CCRANDOM_0_1(); if (r < 1.0f / 3.0f) { addChild(makeBall(location, 5 + CCRANDOM_0_1() * 10)); } else if (r < 2.0f / 3.0f) { addChild(makeBox(location, Size(10 + CCRANDOM_0_1() * 15, 10 + CCRANDOM_0_1() * 15))); } else { addChild(makeTriangle(location, Size(10 + CCRANDOM_0_1() * 20, 10 + CCRANDOM_0_1() * 20))); } } } std::string PhysicsDemoRayCast::title() const { return "Ray Cast"; } void PhysicsDemoActions::onEnter() { PhysicsDemo::onEnter(); _physicsWorld->setGravity(Vec2::ZERO); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemoActions::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemoActions::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemoActions::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); auto node = Node::create(); node->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size)); node->setPosition(VisibleRect::center()); this->addChild(node); Sprite* sp1 = addGrossiniAtPosition(VisibleRect::center()); Sprite* sp2 = addGrossiniAtPosition(VisibleRect::left() + Vec2(50, 0)); Sprite* sp3 = addGrossiniAtPosition(VisibleRect::right() - Vec2(20, 0)); Sprite* sp4 = addGrossiniAtPosition(VisibleRect::leftTop() + Vec2(50, -50)); sp4->getPhysicsBody()->setGravityEnable(false); sp1->getPhysicsBody()->setTag(DRAG_BODYS_TAG); sp2->getPhysicsBody()->setTag(DRAG_BODYS_TAG); sp3->getPhysicsBody()->setTag(DRAG_BODYS_TAG); sp4->getPhysicsBody()->setTag(DRAG_BODYS_TAG); auto actionTo = JumpTo::create(2, Vec2(100, 100), 50, 4); auto actionBy = JumpBy::create(2, Vec2(300, 0), 50, 4); auto actionUp = JumpBy::create(2, Vec2(0, 50), 80, 4); auto actionByBack = actionBy->reverse(); auto rotateBy = RotateBy::create(2, 180); auto rotateByBack = RotateBy::create(2, -180); sp1->runAction(RepeatForever::create(actionUp)); sp2->runAction(RepeatForever::create(Sequence::create(actionBy, actionByBack, nullptr))); sp3->runAction(actionTo); sp4->runAction(RepeatForever::create(Sequence::create(rotateBy, rotateByBack, nullptr))); } std::string PhysicsDemoActions::title() const { return "Actions"; } // implementation of PhysicsDemoJoints void PhysicsDemoJoints::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); auto listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(PhysicsDemo::onTouchBegan, this); listener->onTouchMoved = CC_CALLBACK_2(PhysicsDemo::onTouchMoved, this); listener->onTouchEnded = CC_CALLBACK_2(PhysicsDemo::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); float width = (VisibleRect::getVisibleRect().size.width - 10) / 4; float height = (VisibleRect::getVisibleRect().size.height - 50) / 4; Node* node = Node::create(); PhysicsBody* box = PhysicsBody::create(); node->addComponent(box); box->setDynamic(false); node->setPosition(Point::ZERO); this->addChild(node); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { Vec2 offset(VisibleRect::leftBottom().x + 5 + j * width + width/2, VisibleRect::leftBottom().y + 50 + i * height + height/2); box->addShape(PhysicsShapeEdgeBox::create(Size(width, height), PHYSICSSHAPE_MATERIAL_DEFAULT, 1, offset)); switch (i*4 + j) { case 0: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBall(offset + Vec2(30, 0), 10); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointPin* joint = PhysicsJointPin::construct(sp1PhysicsBody, sp2PhysicsBody, offset); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 1: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointFixed* joint = PhysicsJointFixed::construct(sp1PhysicsBody, sp2PhysicsBody, offset); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 2: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointDistance* joint = PhysicsJointDistance::construct(sp1PhysicsBody, sp2PhysicsBody, Point::ZERO, Point::ZERO); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 3: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointLimit* joint = PhysicsJointLimit::construct(sp1PhysicsBody, sp2PhysicsBody, Point::ZERO, Point::ZERO, 30.0f, 60.0f); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 4: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointSpring* joint = PhysicsJointSpring::construct(sp1PhysicsBody, sp2PhysicsBody, Point::ZERO, Point::ZERO, 500.0f, 0.3f); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 5: { auto sp1 = makeBall(offset - Vec2(30, 0), 10); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); PhysicsJointGroove* joint = PhysicsJointGroove::construct(sp1PhysicsBody, sp2PhysicsBody, Vec2(30, 15), Vec2(30, -15), Vec2(-30, 0)); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 6: { auto sp1 = makeBox(offset - Vec2(30, 0), Size(30, 10)); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1PhysicsBody, box, sp1->getPosition())); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2PhysicsBody, box, sp2->getPosition())); PhysicsJointRotarySpring* joint = PhysicsJointRotarySpring::construct(sp1PhysicsBody, sp2PhysicsBody, 3000.0f, 60.0f); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 7: { auto sp1 = makeBox(offset - Vec2(30, 0), Size(30, 10)); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1PhysicsBody, box, sp1->getPosition())); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2PhysicsBody, box, sp2->getPosition())); PhysicsJointRotaryLimit* joint = PhysicsJointRotaryLimit::construct(sp1PhysicsBody, sp2PhysicsBody, 0.0f,(float) M_PI_2); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 8: { auto sp1 = makeBox(offset - Vec2(30, 0), Size(30, 10)); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1PhysicsBody, box, sp1->getPosition())); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2PhysicsBody, box, sp2->getPosition())); PhysicsJointRatchet* joint = PhysicsJointRatchet::construct(sp1PhysicsBody, sp2PhysicsBody, 0.0f, (float)M_PI_2); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 9: { auto sp1 = makeBox(offset - Vec2(30, 0), Size(30, 10)); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1PhysicsBody, box, sp1->getPosition())); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2PhysicsBody, box, sp2->getPosition())); PhysicsJointGear* joint = PhysicsJointGear::construct(sp1PhysicsBody, sp2PhysicsBody, 0.0f, 2.0f); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } case 10: { auto sp1 = makeBox(offset - Vec2(30, 0), Size(30, 10)); auto sp1PhysicsBody = sp1->getPhysicsBody(); sp1PhysicsBody->setTag(DRAG_BODYS_TAG); auto sp2 = makeBox(offset + Vec2(30, 0), Size(30, 10)); auto sp2PhysicsBody = sp2->getPhysicsBody(); sp2PhysicsBody->setTag(DRAG_BODYS_TAG); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1PhysicsBody, box, sp1->getPosition())); getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2PhysicsBody, box, sp2->getPosition())); PhysicsJointMotor* joint = PhysicsJointMotor::construct(sp1PhysicsBody, sp2PhysicsBody, (float)M_PI_2); getPhysicsWorld()->addJoint(joint); this->addChild(sp1); this->addChild(sp2); break; } default: break; } } } } std::string PhysicsDemoJoints::title() const { return "Joints"; } void PhysicsDemoPump::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); _distance = 0.0f; _rotationV = 0.0f; auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemoPump::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemoPump::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemoPump::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); scheduleUpdate(); auto node = Node::create(); auto nodeBody = PhysicsBody::create(); node->addComponent(nodeBody); nodeBody->setDynamic(false); PhysicsMaterial staticMaterial(PHYSICS_INFINITY, 0, 0.5f); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(50, 0), VisibleRect::leftTop() + Vec2(50, -130), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(190, 0), VisibleRect::leftTop() + Vec2(100, -50), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(100, -50), VisibleRect::leftTop() + Vec2(100, -90), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(50, -130), VisibleRect::leftTop() + Vec2(100, -145), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(100, -145), VisibleRect::leftBottom() + Vec2(100, 80), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(150, -80), VisibleRect::leftBottom() + Vec2(150, 80), staticMaterial, 2.0f)); nodeBody->addShape(PhysicsShapeEdgeSegment::create(VisibleRect::leftTop() + Vec2(150, -80), VisibleRect::rightTop() + Vec2(-100, -150), staticMaterial, 2.0f)); nodeBody->setCategoryBitmask(0x01); node->setPosition(Vec2::ZERO); this->addChild(node); // balls for (int i = 0; i < 6; ++i) { auto ball = makeBall(VisibleRect::leftTop() + Vec2(75 + CCRANDOM_0_1() * 90, 0), 22, PhysicsMaterial(0.05f, 0.0f, 0.1f)); ball->getPhysicsBody()->setTag(DRAG_BODYS_TAG); addChild(ball); } Vec2 vec[4] = { VisibleRect::leftTop() + Vec2(102, -148), VisibleRect::leftTop() + Vec2(148, -161), VisibleRect::leftBottom() + Vec2(148, 20), VisibleRect::leftBottom() + Vec2(102, 20) }; // pump auto pump = Node::create(); auto center = PhysicsShape::getPolyonCenter(vec, 4); pump->setPosition(center); auto pumpBody = PhysicsBody::createPolygon(vec, 4, PHYSICSBODY_MATERIAL_DEFAULT, -center); pump->addComponent(pumpBody); this->addChild(pump); pumpBody->setCategoryBitmask(0x02); pumpBody->setGravityEnable(false); // small gear auto sgearBody = PhysicsBody::createCircle(44); sgearBody->setCategoryBitmask(0x04); sgearBody->setCollisionBitmask(0x04); sgearBody->setTag(1); auto sgear = Node::create(); sgear->addComponent(sgearBody); sgear->setPosition(VisibleRect::leftBottom() + Vec2(125, 0)); this->addChild(sgear); _physicsWorld->addJoint(PhysicsJointPin::construct(nodeBody, sgearBody, sgear->getPosition())); _physicsWorld->addJoint(PhysicsJointDistance::construct(pumpBody, sgearBody, Vec2(0, 0), Vec2(0, -44))); // big gear auto bgearBody = PhysicsBody::createCircle(100); bgearBody->setCategoryBitmask(0x04); auto bgear = Node::create(); bgear->addComponent(bgearBody); bgear->setPosition(VisibleRect::leftBottom() + Vec2(275, 0)); this->addChild(bgear); _physicsWorld->addJoint(PhysicsJointPin::construct(bgearBody, nodeBody, bgear->getPosition())); _physicsWorld->addJoint(PhysicsJointGear::construct(sgearBody, bgearBody, (float)-M_PI_2, -2.0f)); // plugger Vec2 seg[] = { VisibleRect::leftTop() + Vec2(75, -120), VisibleRect::leftBottom() + Vec2(75, -100) }; Vec2 segCenter = (seg[1] + seg[0]) / 2; seg[1] -= segCenter; seg[0] -= segCenter; auto pluggerBody = PhysicsBody::createEdgeSegment(seg[0], seg[1], PhysicsMaterial(0.01f, 0.0f, 0.5f), 20); pluggerBody->setDynamic(true); pluggerBody->setMass(30); pluggerBody->setMoment(100000); pluggerBody->setCategoryBitmask(0x02); auto plugger = Node::create(); plugger->addComponent(pluggerBody); plugger->setPosition(segCenter); this->addChild(plugger); sgearBody->setCollisionBitmask(0x04 | 0x01); _physicsWorld->addJoint(PhysicsJointPin::construct(nodeBody, pluggerBody, VisibleRect::leftBottom() + Vec2(75, -90))); _physicsWorld->addJoint(PhysicsJointDistance::construct(pluggerBody, sgearBody, Vec2::ZERO, Vec2(44, 0))); } void PhysicsDemoPump::update(float delta) { for (const auto& body : _physicsWorld->getAllBodies()) { if (body->getTag() == DRAG_BODYS_TAG && body->getPosition().y < 0.0f) { if (body->getNode()!=nullptr) { body->getNode()->setPosition(VisibleRect::leftTop() + Vec2(75 + CCRANDOM_0_1() * 90, 0)); } body->setVelocity(Vec2(0, 0)); } } PhysicsBody* gear = _physicsWorld->getBody(1); if (gear != nullptr) { if (_distance != 0.0f) { _rotationV += _distance / 2500.0f; if (_rotationV > 30) _rotationV = 30.0f; if (_rotationV < -30) _rotationV = -30.0f; } gear->setAngularVelocity(_rotationV); _rotationV *= 0.995f; } } bool PhysicsDemoPump::onTouchBegan(Touch* touch, Event* event) { PhysicsDemo::onTouchBegan(touch, event); _distance = touch->getLocation().x - VisibleRect::center().x; return true; } void PhysicsDemoPump::onTouchMoved(Touch* touch, Event* event) { PhysicsDemo::onTouchMoved(touch, event); _distance = touch->getLocation().x - VisibleRect::center().x; } void PhysicsDemoPump::onTouchEnded(Touch* touch, Event* event) { PhysicsDemo::onTouchEnded(touch, event); _distance = 0; } std::string PhysicsDemoPump::title() const { return "Pump"; } std::string PhysicsDemoPump::subtitle() const { return "touch screen on left or right"; } void PhysicsDemoOneWayPlatform::onEnter() { PhysicsDemo::onEnter(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemoOneWayPlatform::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemoOneWayPlatform::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemoOneWayPlatform::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); auto ground = Node::create(); ground->addComponent(PhysicsBody::createEdgeSegment(VisibleRect::leftBottom() + Vec2(0, 50), VisibleRect::rightBottom() + Vec2(0, 50))); this->addChild(ground); auto platform = makeBox(VisibleRect::center(), Size(200, 50)); auto platformBody = platform->getPhysicsBody(); platformBody->setDynamic(false); platformBody->setContactTestBitmask(0xFFFFFFFF); this->addChild(platform); auto ball = makeBall(VisibleRect::center() - Vec2(0, 50), 20); auto ballBody = ball->getPhysicsBody(); ballBody->setVelocity(Vec2(0, 150)); ballBody->setTag(DRAG_BODYS_TAG); ballBody->setMass(1.0f); ballBody->setContactTestBitmask(0xFFFFFFFF); this->addChild(ball); auto contactListener = EventListenerPhysicsContactWithBodies::create(platformBody, ballBody); contactListener->onContactBegin = CC_CALLBACK_1(PhysicsDemoOneWayPlatform::onContactBegin, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this); } bool PhysicsDemoOneWayPlatform::onContactBegin(PhysicsContact& contact) { return contact.getContactData()->normal.y < 0; } std::string PhysicsDemoOneWayPlatform::title() const { return "One Way Platform"; } void PhysicsDemoSlice::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); _sliceTag = 1; auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = [](Touch* touch, Event* event)->bool{ return true; }; touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemoSlice::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); auto ground = Node::create(); ground->addComponent(PhysicsBody::createEdgeSegment(VisibleRect::leftBottom() + Vec2(0, 50), VisibleRect::rightBottom() + Vec2(0, 50))); this->addChild(ground); auto box = Node::create(); Vec2 points[4] = {Vec2(-100, -100), Vec2(-100, 100), Vec2(100, 100), Vec2(100, -100)}; box->addComponent(PhysicsBody::createPolygon(points, 4)); box->setPosition(VisibleRect::center()); box->getPhysicsBody()->setTag(_sliceTag); addChild(box); } bool PhysicsDemoSlice::slice(PhysicsWorld &world, const PhysicsRayCastInfo& info, void *data) { if (info.shape->getBody()->getTag() != _sliceTag) { return true; } if (!info.shape->containsPoint(info.start) && !info.shape->containsPoint(info.end)) { Vec2 normal = info.end - info.start; normal = normal.getPerp().getNormalized(); float dist = info.start.dot(normal); clipPoly(dynamic_cast(info.shape), normal, dist); clipPoly(dynamic_cast(info.shape), -normal, -dist); info.shape->getBody()->removeFromWorld(); } return true; } void PhysicsDemoSlice::clipPoly(PhysicsShapePolygon* shape, Vec2 normal, float distance) { PhysicsBody* body = shape->getBody(); int count = shape->getPointsCount(); int pointsCount = 0; Vec2* points = new (std::nothrow) Vec2[count + 1]; for (int i=0, j=count-1; ilocal2World(shape->getPoint(j)); float aDist = a.dot(normal) - distance; if (aDist < 0.0f) { points[pointsCount] = a; ++pointsCount; } Vec2 b = body->local2World(shape->getPoint(i)); float bDist = b.dot(normal) - distance; if (aDist*bDist < 0.0f) { float t = std::fabs(aDist)/(std::fabs(aDist) + std::fabs(bDist)); points[pointsCount] = a.lerp(b, t); ++pointsCount; } } Vec2 center = PhysicsShape::getPolyonCenter(points, pointsCount); Node* node = Node::create(); PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount, PHYSICSBODY_MATERIAL_DEFAULT, -center); node->setPosition(center); node->addComponent(polyon); polyon->setVelocity(body->getVelocityAtWorldPoint(center)); polyon->setAngularVelocity(body->getAngularVelocity()); polyon->setTag(_sliceTag); addChild(node); delete[] points; } void PhysicsDemoSlice::onTouchEnded(Touch *touch, Event *event) { auto func = CC_CALLBACK_3(PhysicsDemoSlice::slice, this); getPhysicsWorld()->rayCast(func, touch->getStartLocation(), touch->getLocation(), nullptr); } std::string PhysicsDemoSlice::title() const { return "Slice"; } std::string PhysicsDemoSlice::subtitle() const { return "click and drag to slice up the block"; } void PhysicsDemoBug3988::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); _physicsWorld->setGravity(Vec2::ZERO); auto ball = Sprite::create("Images/YellowSquare.png"); ball->setPosition(VisibleRect::center() - Vec2(100, 0)); ball->setRotation(30.0f); this->addChild(ball); auto physicsBall = makeBox(VisibleRect::center() + Vec2(100, 0), Size(100, 100)); physicsBall->setRotation(30.0f); this->addChild(physicsBall); } std::string PhysicsDemoBug3988::title() const { return "Bug3988"; } std::string PhysicsDemoBug3988::subtitle() const { return "All the Rectangles should have same rotation angle"; } void PhysicsContactTest::onEnter() { PhysicsDemo::onEnter(); _physicsWorld->setGravity(Vec2::ZERO); auto s = VisibleRect::getVisibleRect().size; _yellowBoxNum = 50; _blueBoxNum = 50; _yellowTriangleNum = 50; _blueTriangleNum = 50; MenuItemFont::setFontSize(65); auto decrease1 = MenuItemFont::create(" - ", CC_CALLBACK_1(PhysicsContactTest::onDecrease, this)); decrease1->setColor(Color3B(0, 200, 20)); auto increase1 = MenuItemFont::create(" + ", CC_CALLBACK_1(PhysicsContactTest::onIncrease, this)); increase1->setColor(Color3B(0, 200, 20)); decrease1->setTag(1); increase1->setTag(1); auto menu1 = Menu::create(decrease1, increase1, nullptr); menu1->alignItemsHorizontally(); menu1->setPosition(Vec2(s.width / 2, s.height - 50)); addChild(menu1, 1); auto label = Label::createWithTTF("yellow box", "fonts/arial.ttf", 32); addChild(label, 1); label->setPosition(Vec2(s.width / 2 - 150, s.height - 50)); auto decrease2 = MenuItemFont::create(" - ", CC_CALLBACK_1(PhysicsContactTest::onDecrease, this)); decrease2->setColor(Color3B(0, 200, 20)); auto increase2 = MenuItemFont::create(" + ", CC_CALLBACK_1(PhysicsContactTest::onIncrease, this)); increase2->setColor(Color3B(0, 200, 20)); decrease2->setTag(2); increase2->setTag(2); auto menu2 = Menu::create(decrease2, increase2, nullptr); menu2->alignItemsHorizontally(); menu2->setPosition(Vec2(s.width / 2, s.height - 90)); addChild(menu2, 1); label = Label::createWithTTF("blue box", "fonts/arial.ttf", 32); addChild(label, 1); label->setPosition(Vec2(s.width / 2 - 150, s.height - 90)); auto decrease3 = MenuItemFont::create(" - ", CC_CALLBACK_1(PhysicsContactTest::onDecrease, this)); decrease3->setColor(Color3B(0, 200, 20)); auto increase3 = MenuItemFont::create(" + ", CC_CALLBACK_1(PhysicsContactTest::onIncrease, this)); increase3->setColor(Color3B(0, 200, 20)); decrease3->setTag(3); increase3->setTag(3); auto menu3 = Menu::create(decrease3, increase3, nullptr); menu3->alignItemsHorizontally(); menu3->setPosition(Vec2(s.width / 2, s.height - 130)); addChild(menu3, 1); label = Label::createWithTTF("yellow triangle", "fonts/arial.ttf", 32); addChild(label, 1); label->setPosition(Vec2(s.width / 2 - 150, s.height - 130)); auto decrease4 = MenuItemFont::create(" - ", CC_CALLBACK_1(PhysicsContactTest::onDecrease, this)); decrease4->setColor(Color3B(0, 200, 20)); auto increase4 = MenuItemFont::create(" + ", CC_CALLBACK_1(PhysicsContactTest::onIncrease, this)); increase4->setColor(Color3B(0, 200, 20)); decrease4->setTag(4); increase4->setTag(4); auto menu4 = Menu::create(decrease4, increase4, nullptr); menu4->alignItemsHorizontally(); menu4->setPosition(Vec2(s.width / 2, s.height - 170)); addChild(menu4, 1); label = Label::createWithTTF("blue triangle", "fonts/arial.ttf", 32); addChild(label, 1); label->setPosition(Vec2(s.width / 2 - 150, s.height - 170)); resetTest(); } void PhysicsContactTest::onDecrease(Ref* sender) { switch (dynamic_cast(sender)->getTag()) { case 1: if (_yellowBoxNum > 0) _yellowBoxNum -= 50; break; case 2: if (_blueBoxNum > 0) _blueBoxNum -= 50; break; case 3: if (_yellowTriangleNum > 0) _yellowTriangleNum -= 50; break; case 4: if (_blueTriangleNum > 0) _blueTriangleNum -= 50; break; default: break; } resetTest(); } void PhysicsContactTest::onIncrease(Ref* sender) { switch (dynamic_cast(sender)->getTag()) { case 1: _yellowBoxNum += 50; break; case 2: _blueBoxNum += 50; break; case 3: _yellowTriangleNum += 50; break; case 4: _blueTriangleNum += 50; break; default: break; } resetTest(); } void PhysicsContactTest::resetTest() { removeChildByTag(10); auto root = Node::create(); root->setTag(10); this->addChild(root); auto s = VisibleRect::getVisibleRect().size; std::string strNum; char buffer[10]; sprintf(buffer, "%d", _yellowBoxNum); auto label = Label::createWithTTF(buffer, "fonts/arial.ttf", 32); root->addChild(label, 1); label->setPosition(Vec2(s.width / 2, s.height - 50)); sprintf(buffer, "%d", _blueBoxNum); label = Label::createWithTTF(buffer, "fonts/arial.ttf", 32); root->addChild(label, 1); label->setPosition(Vec2(s.width / 2, s.height - 90)); sprintf(buffer, "%d", _yellowTriangleNum); label = Label::createWithTTF(buffer, "fonts/arial.ttf", 32); root->addChild(label, 1); label->setPosition(Vec2(s.width / 2, s.height - 130)); sprintf(buffer, "%d", _blueTriangleNum); label = Label::createWithTTF(buffer, "fonts/arial.ttf", 32); root->addChild(label, 1); label->setPosition(Vec2(s.width / 2, s.height - 170)); auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1, 0.0f))); wall->setPosition(VisibleRect::center()); root->addChild(wall); auto contactListener = EventListenerPhysicsContact::create(); contactListener->onContactBegin = CC_CALLBACK_1(PhysicsContactTest::onContactBegin, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this); // yellow box, will collide with itself and blue box. for (int i = 0; i < _yellowBoxNum; ++i) { Size size(10 + CCRANDOM_0_1() * 10, 10 + CCRANDOM_0_1() * 10); Size winSize = VisibleRect::getVisibleRect().size; Vec2 position = Vec2(winSize.width, winSize.height) - Vec2(size.width, size.height); position.x = position.x * CCRANDOM_0_1(); position.y = position.y * CCRANDOM_0_1(); position = VisibleRect::leftBottom() + position + Vec2(size.width / 2, size.height / 2); Vec2 velocity((CCRANDOM_0_1() - 0.5) * 200, (CCRANDOM_0_1() - 0.5) * 200); auto box = makeBox(position, size, 1, PhysicsMaterial(0.1f, 1, 0.0f)); auto boxBody = box->getPhysicsBody(); boxBody->setVelocity(velocity); boxBody->setCategoryBitmask(0x01); // 0001 boxBody->setContactTestBitmask(0x04); // 0100 boxBody->setCollisionBitmask(0x03); // 0011 root->addChild(box); } // blue box, will collide with blue box. for (int i = 0; i < _blueBoxNum; ++i) { Size size(10 + CCRANDOM_0_1() * 10, 10 + CCRANDOM_0_1() * 10); Size winSize = VisibleRect::getVisibleRect().size; Vec2 position = Vec2(winSize.width, winSize.height) - Vec2(size.width, size.height); position.x = position.x * CCRANDOM_0_1(); position.y = position.y * CCRANDOM_0_1(); position = VisibleRect::leftBottom() + position + Vec2(size.width / 2, size.height / 2); Vec2 velocity((CCRANDOM_0_1() - 0.5) * 200, (CCRANDOM_0_1() - 0.5) * 200); auto box = makeBox(position, size, 2, PhysicsMaterial(0.1f, 1, 0.0f)); auto boxBody = box->getPhysicsBody(); boxBody->setVelocity(velocity); boxBody->setCategoryBitmask(0x02); // 0010 boxBody->setContactTestBitmask(0x08); // 1000 boxBody->setCollisionBitmask(0x01); // 0001 root->addChild(box); } // yellow triangle, will collide with itself and blue box. for (int i = 0; i < _yellowTriangleNum; ++i) { Size size(10 + CCRANDOM_0_1() * 10, 10 + CCRANDOM_0_1() * 10); Size winSize = VisibleRect::getVisibleRect().size; Vec2 position = Vec2(winSize.width, winSize.height) - Vec2(size.width, size.height); position.x = position.x * CCRANDOM_0_1(); position.y = position.y * CCRANDOM_0_1(); position = VisibleRect::leftBottom() + position + Vec2(size.width / 2, size.height / 2); Vec2 velocity((CCRANDOM_0_1() - 0.5) * 300, (CCRANDOM_0_1() - 0.5) * 300); auto triangle = makeTriangle(position, size, 1, PhysicsMaterial(0.1f, 1, 0.0f)); auto triangleBody = triangle->getPhysicsBody(); triangleBody->setVelocity(velocity); triangleBody->setCategoryBitmask(0x04); // 0100 triangleBody->setContactTestBitmask(0x01); // 0001 triangleBody->setCollisionBitmask(0x06); // 0110 root->addChild(triangle); } // blue triangle, will collide with yellow box. for (int i = 0; i < _blueTriangleNum; ++i) { Size size(10 + CCRANDOM_0_1() * 10, 10 + CCRANDOM_0_1() * 10); Size winSize = VisibleRect::getVisibleRect().size; Vec2 position = Vec2(winSize.width, winSize.height) - Vec2(size.width, size.height); position.x = position.x * CCRANDOM_0_1(); position.y = position.y * CCRANDOM_0_1(); position = VisibleRect::leftBottom() + position + Vec2(size.width / 2, size.height / 2); Vec2 velocity((CCRANDOM_0_1() - 0.5) * 300, (CCRANDOM_0_1() - 0.5) * 300); auto triangle = makeTriangle(position, size, 2, PhysicsMaterial(0.1f, 1, 0.0f)); auto triangleBody = triangle->getPhysicsBody(); triangleBody->setVelocity(velocity); triangleBody->setCategoryBitmask(0x08); // 1000 triangleBody->setContactTestBitmask(0x02); // 0010 triangleBody->setCollisionBitmask(0x01); // 0001 root->addChild(triangle); } } bool PhysicsContactTest::onContactBegin(PhysicsContact& contact) { PhysicsBody* a = contact.getShapeA()->getBody(); PhysicsBody* b = contact.getShapeB()->getBody(); PhysicsBody* body = (a->getCategoryBitmask() == 0x04 || a->getCategoryBitmask() == 0x08) ? a : b; CC_UNUSED_PARAM(body); CC_ASSERT(body->getCategoryBitmask() == 0x04 || body->getCategoryBitmask() == 0x08); return true; } std::string PhysicsContactTest::title() const { return "Contact Test"; } std::string PhysicsContactTest::subtitle() const { return "should not crash"; } void PhysicsPositionRotationTest::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); _physicsWorld->setGravity(Point::ZERO); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemo::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemo::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemo::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size)); wall->setPosition(VisibleRect::center()); addChild(wall); // anchor test auto anchorNode = Sprite::create("Images/YellowSquare.png"); //anchorNode->setAnchorPoint(Vec2(0.1f, 0.9f)); anchorNode->setPosition(100, 100); anchorNode->setScale(0.25); anchorNode->addComponent(PhysicsBody::createBox(anchorNode->getContentSize())); anchorNode->getPhysicsBody()->setTag(DRAG_BODYS_TAG); addChild(anchorNode); //parent test auto parent = Sprite::create("Images/YellowSquare.png"); parent->setPosition(200, 100); parent->setScale(0.25); parent->addComponent(PhysicsBody::createBox(parent->getContentSize())); parent->getPhysicsBody()->setTag(DRAG_BODYS_TAG); addChild(parent); auto leftBall = Sprite::create("Images/ball.png"); leftBall->setPosition(-30, 0); leftBall->Node::setScale(2); leftBall->addComponent(PhysicsBody::createCircle(leftBall->getContentSize().width/2)); leftBall->getPhysicsBody()->setTag(DRAG_BODYS_TAG); parent->addChild(leftBall); // offset position rotation test auto offsetPosNode = Sprite::create("Images/YellowSquare.png"); offsetPosNode->setPosition(100, 200); auto body = PhysicsBody::createBox(offsetPosNode->getContentSize() / 2); offsetPosNode->addComponent(body); body->setPositionOffset(-Vec2(offsetPosNode->getContentSize() / 2)); body->setRotationOffset(45); body->setTag(DRAG_BODYS_TAG); addChild(offsetPosNode); return; } std::string PhysicsPositionRotationTest::title() const { return "Position/Rotation Test"; } void PhysicsSetGravityEnableTest::onEnter() { PhysicsDemo::onEnter(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemo::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemo::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemo::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); // wall auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1.0f, 0.0f))); wall->setPosition(VisibleRect::center()); addChild(wall); // common box auto commonBox = makeBox(Vec2(100, 100), Size(50, 50), 1); commonBox->getPhysicsBody()->setTag(DRAG_BODYS_TAG); addChild(commonBox); auto box = makeBox(Vec2(200, 100), Size(50, 50), 2); auto boxBody = box->getPhysicsBody(); boxBody->setMass(20); boxBody->setTag(DRAG_BODYS_TAG); boxBody->setGravityEnable(false); addChild(box); auto ball = makeBall(Vec2(200, 200), 50); ball->setTag(2); auto ballBody = ball->getPhysicsBody(); ballBody->setTag(DRAG_BODYS_TAG); ballBody->setGravityEnable(false); ballBody->setMass(50); addChild(ball); scheduleOnce(CC_SCHEDULE_SELECTOR(PhysicsSetGravityEnableTest::onScheduleOnce), 1.0); } void PhysicsSetGravityEnableTest::onScheduleOnce(float delta) { auto ball = getChildByTag(2); ball->getPhysicsBody()->setMass(200); _physicsWorld->setGravity(Vec2(0, 98)); } std::string PhysicsSetGravityEnableTest::title() const { return "Set Gravity Enable Test"; } std::string PhysicsSetGravityEnableTest::subtitle() const { return "only yellow box drop down"; } void PhysicsDemoBug5482::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsDemo::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(PhysicsDemo::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(PhysicsDemo::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); _bodyInA = false; // wall auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1.0f, 0.0f))); wall->setPosition(VisibleRect::center()); addChild(wall); //button MenuItemFont::setFontSize(18); _button = MenuItemFont::create("Set Body To A", CC_CALLBACK_1(PhysicsDemoBug5482::changeBodyCallback, this)); auto menu = Menu::create(_button, nullptr); this->addChild(menu); _nodeA = Sprite::create("Images/YellowSquare.png"); _nodeA->setPosition(VisibleRect::center().x - 150, 100); this->addChild(_nodeA); _nodeB = Sprite::create("Images/YellowSquare.png"); _nodeB->setPosition(VisibleRect::center().x + 150, 100); this->addChild(_nodeB); _body = PhysicsBody::createBox(_nodeA->getContentSize()); _body->setTag(DRAG_BODYS_TAG); _body->retain(); } void PhysicsDemoBug5482::onExit() { PhysicsDemo::onExit(); _body->release(); } void PhysicsDemoBug5482::changeBodyCallback(Ref* sender) { Sprite* node = _bodyInA ? _nodeB : _nodeA; if (_body->getOwner()) { _body->getOwner()->removeComponent(_body); } node->addComponent(_body); _bodyInA = !_bodyInA; } std::string PhysicsDemoBug5482::title() const { return "bug 5482: setPhysicsBodyTest"; } std::string PhysicsDemoBug5482::subtitle() const { return "change physics body to the other."; } void PhysicsFixedUpdate::onEnter() { PhysicsDemo::onEnter(); _physicsWorld->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); _physicsWorld->setGravity(Point::ZERO); // wall auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1, 0.0f))); wall->setPosition(VisibleRect::center()); this->addChild(wall); addBall(); scheduleOnce(CC_SCHEDULE_SELECTOR(PhysicsFixedUpdate::updateStart), 2); } void PhysicsFixedUpdate::addBall() { auto ball = Sprite::create("Images/ball.png"); ball->setPosition(100, 100); auto ballBody = PhysicsBody::createCircle(ball->getContentSize().width / 2, PhysicsMaterial(0.1f, 1, 0.0f)); ball->addComponent(ballBody); ballBody->setTag(DRAG_BODYS_TAG); ballBody->setVelocity(Point(1000, 20)); this->addChild(ball); } void PhysicsFixedUpdate::updateStart(float delta) { addBall(); _physicsWorld->setAutoStep(false); scheduleUpdate(); } void PhysicsFixedUpdate::update(float delta) { // use fixed time and calculate 3 times per frame makes physics simulate more precisely. for (int i = 0; i < 3; ++i) { _physicsWorld->step(1/180.0f); } } std::string PhysicsFixedUpdate::title() const { return "Fixed Update Test"; } std::string PhysicsFixedUpdate::subtitle() const { return "The secend ball should not run across the wall"; } bool PhysicsTransformTest::onTouchBegan(Touch *touch, Event *event) { _parentSprite->setPosition(_rootLayer->convertTouchToNodeSpace(touch)); return false; } void PhysicsTransformTest::onEnter() { PhysicsDemo::onEnter(); toggleDebug(); _physicsWorld->setGravity(Point::ZERO); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(PhysicsTransformTest::onTouchBegan, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); _rootLayer = Layer::create(); addChild(_rootLayer); auto wall = Node::create(); wall->addComponent(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1.0f, 0.0f))); wall->setPosition(VisibleRect::center()); _rootLayer->addChild(wall); //parent test _parentSprite = Sprite::create("Images/YellowSquare.png"); _parentSprite->setPosition(200, 100); _parentSprite->setScale(0.25); _parentSprite->addComponent(PhysicsBody::createBox(_parentSprite->getContentSize(), PhysicsMaterial(0.1f, 1.0f, 0.0f))); _parentSprite->getPhysicsBody()->setTag(DRAG_BODYS_TAG); _parentSprite->setTag(1); _rootLayer->addChild(_parentSprite); auto leftBall = Sprite::create("Images/ball.png"); leftBall->setPosition(-30, 0); leftBall->setScale(2); leftBall->addComponent(PhysicsBody::createCircle(leftBall->getContentSize().width/2, PhysicsMaterial(0.1f, 1.0f, 0.0f))); leftBall->getPhysicsBody()->setTag(DRAG_BODYS_TAG); _parentSprite->addChild(leftBall); ScaleTo* scaleTo = ScaleTo::create(2.0, 0.5); ScaleTo* scaleBack = ScaleTo::create(2.0, 1.0); _parentSprite->runAction(RepeatForever::create(Sequence::create(scaleTo, scaleBack, nullptr))); auto normal = Sprite::create("Images/YellowSquare.png"); normal->setPosition(300, 100); normal->setScale(0.25, 0.5); normal->addComponent(PhysicsBody::createBox(normal->getContentSize(), PhysicsMaterial(0.1f, 1.0f, 0.0f))); normal->getPhysicsBody()->setTag(DRAG_BODYS_TAG); _rootLayer->addChild(normal); auto bullet = Sprite::create("Images/ball.png"); bullet->setPosition(200, 200); bullet->addComponent(PhysicsBody::createCircle(bullet->getContentSize().width/2, PhysicsMaterial(0.1f, 1.0f, 0.0f))); bullet->getPhysicsBody()->setVelocity(Vec2(100, 100)); _rootLayer->addChild(bullet); MoveBy* move = MoveBy::create(2.0f, Vec2(100, 100)); MoveBy* move2 = MoveBy::create(2.0f, Vec2(-200, 0)); MoveBy* move3 = MoveBy::create(2.0f, Vec2(100, -100)); ScaleTo* scale = ScaleTo::create(3.0f, 0.3f); ScaleTo* scale2 = ScaleTo::create(3.0f, 1.0f); RotateBy* rotate = RotateBy::create(6.0f, 360); _rootLayer->runAction(RepeatForever::create(Sequence::create(move, move2, move3, nullptr))); _rootLayer->runAction(RepeatForever::create(Sequence::create(scale, scale2, nullptr))); _rootLayer->runAction(RepeatForever::create(rotate)); } std::string PhysicsTransformTest::title() const { return "Physics transform test"; } void PhysicsIssue9959::onEnter() { PhysicsDemo::onEnter(); auto origin = Director::getInstance()->getVisibleOrigin(); auto visibleSize = Director::getInstance()->getVisibleSize(); auto scale9Sprite1 = ui::Scale9Sprite::create("Images/ball.png"); scale9Sprite1->setPosition(origin + visibleSize/2); addChild(scale9Sprite1); scale9Sprite1->runAction(RepeatForever::create(Sequence::create(MoveBy::create(2.0f, Vec2(100.0f,0.0f)), MoveBy::create(2.0f, Vec2(-100.0f, 0.0f)), NULL))); auto scale9Sprite2 = ui::Scale9Sprite::create("Images/ball.png"); scale9Sprite2->setPosition(origin + visibleSize/2 + Vec2(0.0f, 50.0f)); addChild(scale9Sprite2); scale9Sprite2->runAction(RepeatForever::create(Sequence::create(ScaleTo::create(2.0f, 1.5f), ScaleTo::create(2.0f, 1.0f), NULL))); auto scale9Sprite3 = ui::Scale9Sprite::create("Images/ball.png"); scale9Sprite3->setPosition(origin + visibleSize/2 + Vec2(0.0f, -50.0f)); addChild(scale9Sprite3); scale9Sprite3->runAction(RepeatForever::create(RotateBy::create(2.0f, 360.0f))); } std::string PhysicsIssue9959::title() const { return "Reorder issue #9959"; } std::string PhysicsIssue9959::subtitle() const { return "Test Scale9Sprite run scale/move/rotation action in physics scene"; } #endif