mirror of https://github.com/axmolengine/axmol.git
331 lines
10 KiB
C++
331 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#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;
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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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{
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kTagParentNode = 1,
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};
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Box2DTests::Box2DTests()
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{
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ADD_TEST_CASE(Box2DTest);
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}
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std::string Box2DTest::title() const
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{
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return "Box2D - Basic";
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}
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bool Box2DTest::init()
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{
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if (!TestCase::init())
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{
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return false;
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}
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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(Box2DTest::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 add boxes.\nSome objects be only visible with debug on.",
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"fonts/Marker Felt.ttf", 12.0f);
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addChild(label, 0);
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label->setColor(Color3B(0, 0, 255));
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label->setPosition(VisibleRect::center().x - 50, VisibleRect::top().y - 60);
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// menu for debug layer
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MenuItemFont::setFontSize(18);
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auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(Box2DTest::toggleDebugCallback, this));
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auto menu = Menu::create(item, nullptr);
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this->addChild(menu);
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menu->setPosition(VisibleRect::right().x - 100, VisibleRect::top().y - 60);
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drawBox2D = g_debugDraw.GetDrawNode();
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addChild(drawBox2D, 100);
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drawBox2D->setOpacity(150);
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scheduleUpdate();
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return true;
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}
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Box2DTest::Box2DTest() : _spriteTexture(nullptr), world(nullptr) {}
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Box2DTest::~Box2DTest()
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{
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CC_SAFE_DELETE(world);
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}
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void Box2DTest::toggleDebugCallback(Ref* sender)
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{
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showDebugDraw = !showDebugDraw;
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drawBox2D->clear();
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}
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void Box2DTest::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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// 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.SetTwoSided(b2Vec2(VisibleRect::leftBottom().x / PTM_RATIO, VisibleRect::leftBottom().y / PTM_RATIO),
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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.SetTwoSided(b2Vec2(VisibleRect::leftTop().x / PTM_RATIO, VisibleRect::leftTop().y / PTM_RATIO),
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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.SetTwoSided(b2Vec2(VisibleRect::leftTop().x / PTM_RATIO, VisibleRect::leftTop().y / PTM_RATIO),
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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.SetTwoSided(b2Vec2(VisibleRect::rightBottom().x / PTM_RATIO, VisibleRect::rightBottom().y / PTM_RATIO),
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b2Vec2(VisibleRect::rightTop().x / PTM_RATIO, VisibleRect::rightTop().y / PTM_RATIO));
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groundBody->CreateFixture(&groundBox, 0);
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// Small triangle
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b2Vec2 vertices[3];
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vertices[0].Set(-1.0f, 0.0f);
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vertices[1].Set(1.0f, 0.0f);
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vertices[2].Set(0.0f, 2.0f);
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b2PolygonShape polygon;
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polygon.Set(vertices, 3);
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b2FixtureDef triangleShapeDef;
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triangleShapeDef.shape = &polygon;
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triangleShapeDef.density = 1.0f;
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b2BodyDef triangleBodyDef;
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triangleBodyDef.type = b2_dynamicBody;
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triangleBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body1 = world->CreateBody(&triangleBodyDef);
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body1->CreateFixture(&triangleShapeDef);
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// Large triangle (recycle definitions)
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vertices[0] *= 2.0f;
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vertices[1] *= 2.0f;
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vertices[2] *= 2.0f;
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polygon.Set(vertices, 3);
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triangleBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body2 = world->CreateBody(&triangleBodyDef);
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body2->CreateFixture(&triangleShapeDef);
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// Small box
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polygon.SetAsBox(1.0f, 0.5f);
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b2FixtureDef boxShapeDef;
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boxShapeDef.shape = &polygon;
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boxShapeDef.density = 1.0f;
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b2BodyDef boxBodyDef;
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boxBodyDef.type = b2_dynamicBody;
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boxBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body3 = world->CreateBody(&boxBodyDef);
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body3->CreateFixture(&boxShapeDef);
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// Large box (recycle definitions)
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polygon.SetAsBox(2.0f, 1.0f);
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boxBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body4 = world->CreateBody(&boxBodyDef);
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body4->CreateFixture(&boxShapeDef);
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// Small circle
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b2CircleShape circle;
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circle.m_radius = 1.0f;
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b2FixtureDef circleShapeDef;
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circleShapeDef.shape = &circle;
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circleShapeDef.density = 1.0f;
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b2BodyDef circleBodyDef;
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circleBodyDef.type = b2_dynamicBody;
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circleBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body5 = world->CreateBody(&circleBodyDef);
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body5->CreateFixture(&circleShapeDef);
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// Large circle
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circle.m_radius *= 2.0f;
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circleBodyDef.position.Set(rand() % 13 + 3, 4);
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b2Body* body6 = world->CreateBody(&circleBodyDef);
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body6->CreateFixture(&circleShapeDef);
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uint32 flags = 0;
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flags += 1 * b2Draw::e_shapeBit;
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flags += 1 * b2Draw::e_jointBit;
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flags += 0 * b2Draw::e_aabbBit;
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flags += 0 * b2Draw::e_centerOfMassBit;
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g_debugDraw.SetFlags(flags);
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g_debugDraw.mRatio = PTM_RATIO;
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g_debugDraw.debugNodeOffset = {0, 0};
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world->SetDebugDraw(&g_debugDraw);
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}
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void Box2DTest::createResetButton()
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{
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auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png",
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[&](Ref* sender) { getTestSuite()->restartCurrTest(); });
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auto menu = Menu::create(reset, nullptr);
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menu->setPosition(VisibleRect::bottom().x, VisibleRect::bottom().y + 30);
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this->addChild(menu, -1);
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}
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void Box2DTest::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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CCLOG("Add PTM_RATIO sprite %0.2f x %0.2f", 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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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 = PhysicsSpriteBox2D::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(cocos2d::Vec2(p.x, p.y));
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}
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void Box2DTest::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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// Debug draw
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if (showDebugDraw)
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{
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drawBox2D->clear();
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world->DebugDraw();
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}
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}
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void Box2DTest::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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} |