axmol/samples/TestCpp/Classes/Box2DTest/Box2dTest.cpp

297 lines
8.3 KiB
C++

#include "Box2dTest.h"
#include "../testResource.h"
#define PTM_RATIO 32
enum {
kTagParentNode = 1,
};
PhysicsSprite::PhysicsSprite()
: m_pBody(NULL)
{
}
void PhysicsSprite::setPhysicsBody(b2Body * body)
{
m_pBody = body;
}
// this method will only get called if the sprite is batched.
// return YES if the physics values (angles, position ) changed
// If you return NO, then nodeToParentTransform won't be called.
bool PhysicsSprite::isDirty(void)
{
return true;
}
// returns the transform matrix according the Chipmunk Body values
CCAffineTransform PhysicsSprite::nodeToParentTransform(void)
{
b2Vec2 pos = m_pBody->GetPosition();
float x = pos.x * PTM_RATIO;
float y = pos.y * PTM_RATIO;
if ( isIgnoreAnchorPointForPosition() ) {
x += m_obAnchorPointInPoints.x;
y += m_obAnchorPointInPoints.y;
}
// Make matrix
float radians = m_pBody->GetAngle();
float c = cosf(radians);
float s = sinf(radians);
if( ! m_obAnchorPointInPoints.equals(CCPointZero) ){
x += c*-m_obAnchorPointInPoints.x + -s*-m_obAnchorPointInPoints.y;
y += s*-m_obAnchorPointInPoints.x + c*-m_obAnchorPointInPoints.y;
}
// Rot, Translate Matrix
m_sTransform = CCAffineTransformMake( c, s,
-s, c,
x, y );
return m_sTransform;
}
Box2DTestLayer::Box2DTestLayer()
: m_pSpriteTexture(NULL)
{
setTouchEnabled( true );
setAccelerometerEnabled( true );
// init physics
this->initPhysics();
// create reset button
this->createResetButton();
//Set up sprite
#if 1
// Use batch node. Faster
CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/blocks.png", 100);
m_pSpriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/blocks.png");
CCNode *parent = CCNode::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(VisibleRect::center());
CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32);
addChild(label, 0);
label->setColor(ccc3(0,0,255));
label->setPosition(ccp( VisibleRect::center().x, VisibleRect::top().y-50));
scheduleUpdate();
}
Box2DTestLayer::~Box2DTestLayer()
{
delete world;
world = NULL;
//delete m_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);
// m_debugDraw = new GLESDebugDraw( PTM_RATIO );
// world->SetDebugDraw(m_debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
// flags += b2Draw::e_jointBit;
// flags += b2Draw::e_aabbBit;
// flags += b2Draw::e_pairBit;
// flags += b2Draw::e_centerOfMassBit;
//m_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()
{
CCMenuItemImage *reset = CCMenuItemImage::create("Images/r1.png", "Images/r2.png", this, menu_selector(Box2DTestLayer::reset));
CCMenu *menu = CCMenu::create(reset, NULL);
menu->setPosition(ccp(VisibleRect::bottom().x, VisibleRect::bottom().y + 30));
this->addChild(menu, -1);
}
void Box2DTestLayer::reset(CCObject* sender)
{
CCScene* s = new Box2DTestScene();
Box2DTestLayer* child = new Box2DTestLayer();
s->addChild(child);
child->release();
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void Box2DTestLayer::draw()
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
CCLayer::draw();
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
void Box2DTestLayer::addNewSpriteAtPosition(CCPoint p)
{
CCLOG("Add sprite %0.2f x %02.f",p.x,p.y);
CCNode* parent = 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);
PhysicsSprite *sprite = new PhysicsSprite();
sprite->initWithTexture(m_pSpriteTexture, CCRectMake(32 * idx,32 * idy,32,32));
sprite->autorelease();
parent->addChild(sprite);
sprite->setPosition( ccp( 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);
sprite->setPhysicsBody(body);
}
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::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
//Add a new body/atlas sprite at the touched location
CCSetIterator it;
CCTouch* touch;
for( it = touches->begin(); it != touches->end(); it++)
{
touch = (CCTouch*)(*it);
if(!touch)
break;
CCPoint location = touch->getLocation();
addNewSpriteAtPosition( location );
}
}
/*
void Box2DTestLayer::accelerometer(UIAccelerometer* accelerometer, CCAcceleration* 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()
{
CCLayer* pLayer = new Box2DTestLayer();
addChild(pLayer);
pLayer->release();
CCDirector::sharedDirector()->replaceScene(this);
}