axmol/tests/cpp-tests/Classes/Box2DTest/Box2dTest.cpp

256 lines
8.3 KiB
C++

/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "Box2dTest.h"
#include "../testResource.h"
#include "extensions/cocos-ext.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"
USING_NS_CC;
USING_NS_CC_EXT;
#define PTM_RATIO 32
enum {
kTagParentNode = 1,
};
Box2DTests::Box2DTests()
{
ADD_TEST_CASE(Box2DTest);
}
bool Box2DTest::init()
{
if (!TestCase::init())
{
return false;
}
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto touchListener = EventListenerTouchAllAtOnce::create();
touchListener->onTouchesEnded = CC_CALLBACK_2(Box2DTest::onTouchesEnded, this);
dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
// init physics
this->initPhysics();
// create reset button
this->createResetButton();
//Set up sprite
#if 1
// Use batch node. Faster
auto parent = SpriteBatchNode::create("Images/blocks.png", 100);
_spriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
_spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/blocks.png");
auto parent = Node::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(VisibleRect::center());
auto label = Label::createWithTTF("Tap screen", "fonts/Marker Felt.ttf", 32.0f);
addChild(label, 0);
label->setColor(Color3B(0, 0, 255));
label->setPosition(VisibleRect::center().x, VisibleRect::top().y - 50);
scheduleUpdate();
return true;
}
Box2DTest::Box2DTest()
: _spriteTexture(nullptr)
, world(nullptr)
{
}
Box2DTest::~Box2DTest()
{
CC_SAFE_DELETE(world);
}
void Box2DTest::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);
// 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.SetTwoSided(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.SetTwoSided(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.SetTwoSided(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.SetTwoSided(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);
// b2World::SetDebugDraw(&Box2DTest::draw);
}
void Box2DTest::createResetButton()
{
auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", [&](Ref* sender) {
getTestSuite()->restartCurrTest();
});
auto menu = Menu::create(reset, nullptr);
menu->setPosition(VisibleRect::bottom().x, VisibleRect::bottom().y + 30);
this->addChild(menu, -1);
}
void Box2DTest::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
Scene::draw(renderer, transform, flags);
// GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION);
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when setting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(Box2DTest::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void Box2DTest::onDraw()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when setting matrix stack");
auto oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
world->DebugDraw();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
void Box2DTest::addNewSpriteAtPosition(Vec2 p)
{
CCLOG("Add sprite %0.2f x %02.f", 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);
auto parent = this->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);
auto sprite = PhysicsSpriteBox2D::createWithTexture(_spriteTexture, Rect(32 * idx, 32 * idy, 32, 32));
parent->addChild(sprite);
sprite->setB2Body(body);
sprite->setPTMRatio(PTM_RATIO);
sprite->setPosition(cocos2d::Vec2(p.x, p.y));
}
void Box2DTest::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);
// world->DebugDraw();
}
void Box2DTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
{
//Add a new body/atlas sprite at the touched location
for (auto& touch : touches)
{
if (!touch)
break;
auto location = touch->getLocation();
addNewSpriteAtPosition(location);
}
}