mirror of https://github.com/axmolengine/axmol.git
105 lines
3.9 KiB
C++
105 lines
3.9 KiB
C++
/*
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* Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "CCPhysicsDebugNodeBox2D.h"
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NS_CC_EXT_BEGIN
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PhysicsDebugNodeBox2D::PhysicsDebugNodeBox2D()
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{
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drawBP = DrawNode::create();
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debugNodeOffset = { 40.0f, 0.0f };
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mRatio = 1.0f;
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}
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PhysicsDebugNodeBox2D::~PhysicsDebugNodeBox2D()
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{
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}
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cocos2d::DrawNode* PhysicsDebugNodeBox2D::GetDrawNode()
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{
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return drawBP;
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}
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void PhysicsDebugNodeBox2D::SetDrawNode(cocos2d::DrawNode* drawNode)
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{
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drawBP = drawNode;
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}
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cocos2d::Vec2& PhysicsDebugNodeBox2D::GetDebugNodeOffset()
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{
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return debugNodeOffset;
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}
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void PhysicsDebugNodeBox2D::DrawPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
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{
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Vec2* vec = new Vec2[vertexCount];
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for (size_t i = 0; i < vertexCount; i++) {
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vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + debugNodeOffset;
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}
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drawBP->drawPolygon(vec, vertexCount, Color4F::BLACK, 0.4f, Color4F(color.r, color.g, color.b, color.a));
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}
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void PhysicsDebugNodeBox2D::DrawSolidPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
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{
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Vec2* vec = new Vec2[vertexCount];
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for (size_t i = 0; i < vertexCount; i++) {
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vec[i] = Vec2(verts[i].x * mRatio, verts[i].y * mRatio) + debugNodeOffset;
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}
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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));
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}
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void PhysicsDebugNodeBox2D::DrawCircle(const b2Vec2& center, float radius, const b2Color& color)
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{
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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));
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}
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void PhysicsDebugNodeBox2D::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
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{
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Vec2 c = { Vec2(center.x * mRatio, center.y * mRatio) + debugNodeOffset };
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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));
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// Draw a line fixed in the circle to animate rotation.
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b2Vec2 pp = { (center + radius * axis) };
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Vec2 cp = { Vec2(pp.x * mRatio, pp.y * mRatio) + debugNodeOffset };
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drawBP->drawLine(c, cp, Color4F(color.r, color.g, color.b, color.a));
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}
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void PhysicsDebugNodeBox2D::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
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{
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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));
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}
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void PhysicsDebugNodeBox2D::DrawTransform(const b2Transform& xf)
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{
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b2Vec2 p1 = xf.p, p2;
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const float k_axisScale = 0.4f;
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p2 = p1 + k_axisScale * xf.q.GetXAxis();
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DrawSegment(p1, p2, b2Color(1.0f, 0.0f, 0.0f));
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p2 = p1 + k_axisScale * xf.q.GetYAxis();
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DrawSegment(p1, p2, b2Color(0.0f, 1.0f, 0.0f));
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}
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void PhysicsDebugNodeBox2D::DrawPoint(const b2Vec2& p, float size, const b2Color& color)
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{
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drawBP->drawPoint(Vec2(p.x * mRatio, p.y * mRatio) + debugNodeOffset, size, Color4F(color.r, color.g, color.b, color.a));
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}
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NS_CC_EXT_END |