axmol/extensions/physics-nodes/CCPhysicsDebugNodeBox2D.cpp

105 lines
3.9 KiB
C++

/*
* 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_CC_EXT_BEGIN
PhysicsDebugNodeBox2D::PhysicsDebugNodeBox2D()
{
drawBP = DrawNode::create();
debugNodeOffset = { 40.0f, 0.0f };
mRatio = 1.0f;
}
PhysicsDebugNodeBox2D::~PhysicsDebugNodeBox2D()
{
}
cocos2d::DrawNode* PhysicsDebugNodeBox2D::GetDrawNode()
{
return drawBP;
}
void PhysicsDebugNodeBox2D::SetDrawNode(cocos2d::DrawNode* drawNode)
{
drawBP = drawNode;
}
cocos2d::Vec2& PhysicsDebugNodeBox2D::GetDebugNodeOffset()
{
return debugNodeOffset;
}
void PhysicsDebugNodeBox2D::DrawPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
{
Vec2* vec = new (std::nothrow) 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 (std::nothrow) 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_CC_EXT_END