mirror of https://github.com/axmolengine/axmol.git
158 lines
5.8 KiB
C++
158 lines
5.8 KiB
C++
/*
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* Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
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*
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*
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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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//#include "cocos2d.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdbool.h>
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#include <limits.h>
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//#include "extensions/cocos-ext.h"
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USING_NS_CC;
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// 'Interfaces' to adxe
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cocos2d::DrawNode* drawBox2D;
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extern cocos2d::Label* labelDebugDraw;
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#define BUFFER_OFFSET(x) ((const void*) (x))
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//
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//// halx99: since adxe init scene default camera at 'initWithXXX' function, only change design size at scene
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//// construct is ok see also: https://github.com/adxeproject/adxe/commit/581a7921554c09746616759d5a5ca6ce9d3eaa22
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//auto director = Director::getInstance();
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//auto glview = director->getOpenGLView();
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//Size designSize(960 * 0.85, 640 * 0.85);
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//glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::NO_BORDER);
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cocos2d::Vec2 physicsDebugNodeOffset = { 260, 70 };
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//float mRatio = 10.0f;
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DebugDraw::DebugDraw()
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{
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mRatio = 10;
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drawBP = DrawNode::create();
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drawBox2D = drawBP;
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}
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DebugDraw::~DebugDraw()
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{
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}
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void DebugDraw::initShader( void )
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{
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//mShaderProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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//mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
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}
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void DebugDraw::DrawPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
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{
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Vec2* vec = new (std::nothrow) 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) + physicsDebugNodeOffset;
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}
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// drawBP->drawPolygon(vec, vertexCount, Color4F(color.r, color.g, color.b, color.a), 1, Color4F(color.r, color.g, color.b, color.a));
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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 DebugDraw::DrawSolidPolygon(const b2Vec2* verts, int vertexCount, const b2Color& color)
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{
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Vec2* vec = new (std::nothrow) 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) + physicsDebugNodeOffset;
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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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//drawBP->drawSolidPoly(vec, vertexCount, Color4F(color.r, color.g, color.b, color.a));
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}
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void DebugDraw::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) + physicsDebugNodeOffset, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 30, true, 1.0f,
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1.0f, Color4F(color.r, color.g, color.b, color.a));
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}
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void DebugDraw::DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color)
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{
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// DrawSolidCircle Maybe have to fix later
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drawBP->drawCircle(Vec2(center.x * mRatio, center.y * mRatio) + physicsDebugNodeOffset, radius * mRatio, CC_DEGREES_TO_RADIANS(0), 20, true, 1.0f, 1.0f, Color4F(color.r, color.g, color.b, color.a));
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}
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void DebugDraw::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) + physicsDebugNodeOffset, Vec2(p2.x * mRatio, p2.y * mRatio) + physicsDebugNodeOffset, Color4F(color.r, color.g, color.b, color.a));
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}
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void DebugDraw::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, 0, 0));
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p2 = p1 + k_axisScale * xf.q.GetYAxis();
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DrawSegment(p1, p2, b2Color(0, 1, 0));
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}
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void DebugDraw::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) + physicsDebugNodeOffset, size, Color4F(color.r, color.g, color.b, color.a));
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}
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static char PrintStringBuffer[1024 * 8];
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static char* PrintStringCursor;
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char const* MessageString = NULL;
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void DebugDraw::DrawString(int x, int y, const char* string, ...)
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{
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// x,y is unsupported
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std::string s = std::string(string);
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labelDebugDraw->setString(s.c_str());
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}
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void DebugDraw::DrawString(const b2Vec2& pw, const char* string, ...)
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{
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// pw is unsupported
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std::string s = std::string(string);
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labelDebugDraw->setString(s.c_str());
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}
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void DebugDraw::DrawAABB(b2AABB* aabb, const b2Color& color)
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{
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b2Vec2 p1 = aabb->lowerBound;
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b2Vec2 p2 = b2Vec2(aabb->upperBound.x, aabb->lowerBound.y);
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b2Vec2 p3 = aabb->upperBound;
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b2Vec2 p4 = b2Vec2(aabb->lowerBound.x, aabb->upperBound.y);
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Vec2 verts[] = {
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Vec2(p1.x * mRatio, p1.y * mRatio) + physicsDebugNodeOffset ,
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Vec2(p2.x * mRatio, p2.y * mRatio) + physicsDebugNodeOffset ,
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Vec2(p3.x * mRatio, p3.y * mRatio) + physicsDebugNodeOffset ,
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Vec2(p4.x * mRatio, p4.y * mRatio) + physicsDebugNodeOffset ,
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};
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drawBP->drawPolygon(verts, sizeof(verts) / sizeof(verts[0]), Color4F(color.r / 2, color.g / 2, color.b / 2, 0), 0.4f, Color4F(color.r, color.g, color.b, color.a));
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}
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void DebugDraw::Flush()
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{
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} |