mirror of https://github.com/axmolengine/axmol.git
279 lines
8.7 KiB
C++
279 lines
8.7 KiB
C++
#include "Box2dTest.h"
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#include "../testResource.h"
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#include "extensions/cocos-ext.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCCustomCommand.h"
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USING_NS_CC_EXT;
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#define PTM_RATIO 32
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enum {
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kTagParentNode = 1,
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};
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Box2DTestLayer::Box2DTestLayer()
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: _spriteTexture(nullptr)
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, world(nullptr)
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{
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#if CC_ENABLE_BOX2D_INTEGRATION
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auto dispatcher = Director::getInstance()->getEventDispatcher();
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesEnded = CC_CALLBACK_2(Box2DTestLayer::onTouchesEnded, this);
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dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
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// init physics
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this->initPhysics();
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// create reset button
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this->createResetButton();
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//Set up sprite
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#if 1
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// Use batch node. Faster
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auto parent = SpriteBatchNode::create("Images/blocks.png", 100);
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_spriteTexture = parent->getTexture();
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#else
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// doesn't use batch node. Slower
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_spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/blocks.png");
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auto parent = Node::create();
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#endif
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addChild(parent, 0, kTagParentNode);
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addNewSpriteAtPosition(VisibleRect::center());
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auto label = Label::createWithTTF("Tap screen", "fonts/Marker Felt.ttf", 32.0f);
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addChild(label, 0);
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label->setColor(Color3B(0,0,255));
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label->setPosition(Vec2( VisibleRect::center().x, VisibleRect::top().y-50));
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scheduleUpdate();
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#else
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auto label = Label::createWithTTF("Should define CC_ENABLE_BOX2D_INTEGRATION=1\n to run this test case",
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"fonts/arial.ttf",
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18);
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auto size = Director::getInstance()->getWinSize();
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label->setPosition(Vec2(size.width/2, size.height/2));
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addChild(label);
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#endif
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}
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Box2DTestLayer::~Box2DTestLayer()
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{
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CC_SAFE_DELETE(world);
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//delete _debugDraw;
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}
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void Box2DTestLayer::initPhysics()
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{
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b2Vec2 gravity;
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gravity.Set(0.0f, -10.0f);
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world = new b2World(gravity);
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// Do we want to let bodies sleep?
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world->SetAllowSleeping(true);
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world->SetContinuousPhysics(true);
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// _debugDraw = new GLESDebugDraw( PTM_RATIO );
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// world->SetDebugDraw(_debugDraw);
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uint32 flags = 0;
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flags += b2Draw::e_shapeBit;
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// flags += b2Draw::e_jointBit;
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// flags += b2Draw::e_aabbBit;
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// flags += b2Draw::e_pairBit;
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// flags += b2Draw::e_centerOfMassBit;
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//_debugDraw->SetFlags(flags);
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// Define the ground body.
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b2BodyDef groundBodyDef;
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groundBodyDef.position.Set(0, 0); // bottom-left corner
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// Call the body factory which allocates memory for the ground body
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// from a pool and creates the ground box shape (also from a pool).
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// The body is also added to the world.
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b2Body* groundBody = world->CreateBody(&groundBodyDef);
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// Define the ground box shape.
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b2EdgeShape groundBox;
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// bottom
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groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
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groundBody->CreateFixture(&groundBox,0);
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// top
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groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
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groundBody->CreateFixture(&groundBox,0);
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// left
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groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
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groundBody->CreateFixture(&groundBox,0);
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// right
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groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
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groundBody->CreateFixture(&groundBox,0);
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}
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void Box2DTestLayer::createResetButton()
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{
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auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", [](Ref *sender) {
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auto s = new Box2DTestScene();
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auto child = new Box2DTestLayer();
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s->addChild(child);
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child->release();
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Director::getInstance()->replaceScene(s);
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s->release();
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});
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auto menu = Menu::create(reset, NULL);
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menu->setPosition(Vec2(VisibleRect::bottom().x, VisibleRect::bottom().y + 30));
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this->addChild(menu, -1);
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}
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void Box2DTestLayer::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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//
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// IMPORTANT:
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// This is only for debug purposes
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// It is recommend to disable it
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//
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Layer::draw(renderer, transform, flags);
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#if CC_ENABLE_BOX2D_INTEGRATION
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GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(Box2DTestLayer::onDraw, this);
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renderer->addCommand(&_customCommand);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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#endif
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}
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#if CC_ENABLE_BOX2D_INTEGRATION
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void Box2DTestLayer::onDraw()
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{
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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Mat4 oldMV;
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oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
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world->DrawDebugData();
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
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}
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#endif
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void Box2DTestLayer::addNewSpriteAtPosition(Vec2 p)
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{
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CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
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// Define the dynamic body.
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//Set up a 1m squared box in the physics world
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
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b2Body *body = world->CreateBody(&bodyDef);
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// Define another box shape for our dynamic body.
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b2PolygonShape dynamicBox;
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dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
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// Define the dynamic body fixture.
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b2FixtureDef fixtureDef;
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fixtureDef.shape = &dynamicBox;
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fixtureDef.density = 1.0f;
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fixtureDef.friction = 0.3f;
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body->CreateFixture(&fixtureDef);
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#if CC_ENABLE_BOX2D_INTEGRATION
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auto parent = this->getChildByTag(kTagParentNode);
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//We have a 64x64 sprite sheet with 4 different 32x32 images. The following code is
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//just randomly picking one of the images
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int idx = (CCRANDOM_0_1() > .5 ? 0:1);
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int idy = (CCRANDOM_0_1() > .5 ? 0:1);
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auto sprite = PhysicsSprite::createWithTexture(_spriteTexture,Rect(32 * idx,32 * idy,32,32));
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parent->addChild(sprite);
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sprite->setB2Body(body);
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sprite->setPTMRatio(PTM_RATIO);
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sprite->setPosition( Vec2( p.x, p.y) );
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#endif
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}
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void Box2DTestLayer::update(float dt)
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{
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//It is recommended that a fixed time step is used with Box2D for stability
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//of the simulation, however, we are using a variable time step here.
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//You need to make an informed choice, the following URL is useful
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//http://gafferongames.com/game-physics/fix-your-timestep/
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int velocityIterations = 8;
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int positionIterations = 1;
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// Instruct the world to perform a single step of simulation. It is
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// generally best to keep the time step and iterations fixed.
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world->Step(dt, velocityIterations, positionIterations);
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}
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void Box2DTestLayer::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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//Add a new body/atlas sprite at the touched location
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for (auto& touch : touches)
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{
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if(!touch)
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break;
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auto location = touch->getLocation();
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addNewSpriteAtPosition( location );
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}
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}
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/*
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void Box2DTestLayer::accelerometer(UIAccelerometer* accelerometer, Acceleration* acceleration)
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{
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static float prevX=0, prevY=0;
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//#define kFilterFactor 0.05f
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#define kFilterFactor 1.0f // don't use filter. the code is here just as an example
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float accelX = (float) acceleration.x * kFilterFactor + (1- kFilterFactor)*prevX;
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float accelY = (float) acceleration.y * kFilterFactor + (1- kFilterFactor)*prevY;
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prevX = accelX;
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prevY = accelY;
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// accelerometer values are in "Portrait" mode. Change them to Landscape left
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// multiply the gravity by 10
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b2Vec2 gravity( -accelY * 10, accelX * 10);
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world->SetGravity( gravity );
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}
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*/
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void Box2DTestScene::runThisTest()
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{
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auto layer = new Box2DTestLayer();
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addChild(layer);
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layer->release();
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Director::getInstance()->replaceScene(this);
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}
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