axmol/tests/cpp-tests/Classes/ChipmunkTest/ChipmunkTest.cpp

281 lines
7.7 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
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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
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****************************************************************************/
//
// Accelerometer + Chipmunk physics + multi touches example
// a cocos2d example
// http://www.cocos2d-x.org
//
#include "chipmunk/chipmunk.h"
#include "ChipmunkTest.h"
USING_NS_CC;
USING_NS_CC_EXT;
enum {
kTagParentNode = 1,
};
enum {
Z_PHYSICS_DEBUG = 100,
};
// callback to remove Shapes from the Space
ChipmunkTest::ChipmunkTest()
{
// enable events
auto touchListener = EventListenerTouchAllAtOnce::create();
touchListener->onTouchesEnded = CC_CALLBACK_2(ChipmunkTest::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
Device::setAccelerometerEnabled(true);
auto accListener = EventListenerAcceleration::create(CC_CALLBACK_2(ChipmunkTest::onAcceleration, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(accListener, this);
// title
auto label = Label::createWithTTF("Multi touch the screen", "fonts/Marker Felt.ttf", 36.0f);
label->setPosition(VisibleRect::center().x, VisibleRect::top().y - 30);
this->addChild(label, -1);
// reset button
createResetButton();
// init physics
physicsDebugNodeOffset = Vec2(0, 0);
initPhysics();
#if 1
// Use batch node. Faster
auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100);
_spriteTexture = parent->getTexture();
#else
// doesn't use batch node. Slower
_spriteTexture = Director::getInstance()->getTextureCache()->addImage("Images/grossini_dance_atlas.png");
auto parent = Node::create();
#endif
addChild(parent, 0, kTagParentNode);
addNewSpriteAtPosition(cocos2d::Vec2(200.0f,200.0f));
// menu for debug layer
MenuItemFont::setFontSize(18);
auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(ChipmunkTest::toggleDebugCallback, this));
auto menu = Menu::create(item, nullptr);
this->addChild(menu);
menu->setPosition(VisibleRect::right().x-100, VisibleRect::top().y-60);
scheduleUpdate();
}
void ChipmunkTest::toggleDebugCallback(Ref* sender)
{
_debugLayer->setVisible(! _debugLayer->isVisible());
}
ChipmunkTest::~ChipmunkTest()
{
// manually Free rogue shapes
for( int i=0;i<4;i++) {
cpShapeFree( _walls[i] );
}
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
cpSpaceFree(_space);
#else
cpHastySpaceFree(_space);
#endif
Device::setAccelerometerEnabled(false);
}
void ChipmunkTest::initPhysics()
{
// init chipmunk
//cpInitChipmunk();
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
_space = cpSpaceNew();
#else
_space = cpHastySpaceNew();
cpHastySpaceSetThreads(_space, 0);
#endif
cpSpaceSetGravity(_space, cpv(0.0f, -100.0f));
//
// rogue shapes
// We have to free them manually
//
// bottom
_walls[0] = cpSegmentShapeNew( cpSpaceGetStaticBody(_space),
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f);
// top
_walls[1] = cpSegmentShapeNew( cpSpaceGetStaticBody(_space),
cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
// left
_walls[2] = cpSegmentShapeNew( cpSpaceGetStaticBody(_space),
cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y),
cpv(VisibleRect::leftTop().x,VisibleRect::leftTop().y), 0.0f);
// right
_walls[3] = cpSegmentShapeNew( cpSpaceGetStaticBody(_space),
cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y),
cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f);
for( int i=0;i<4;i++) {
cpShapeSetElasticity(_walls[i], 1.0f);
cpShapeSetFriction(_walls[i], 1.0f);
cpSpaceAddShape(_space, _walls[i]);
}
// Physics debug layer
_debugLayer = PhysicsDebugNode::create(_space);
this->addChild(_debugLayer, Z_PHYSICS_DEBUG);
}
void ChipmunkTest::update(float delta)
{
// Should use a fixed size step based on the animation interval.
int steps = 2;
float dt = Director::getInstance()->getAnimationInterval()/(float)steps;
for(int i=0; i<steps; i++){
#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32
cpSpaceStep(_space, dt);
#else
cpHastySpaceStep(_space, dt);
#endif
}
}
void ChipmunkTest::createResetButton()
{
auto reset = MenuItemImage::create("Images/r1.png", "Images/r2.png", CC_CALLBACK_1(ChipmunkTest::reset, this));
auto menu = Menu::create(reset, nullptr);
menu->setPosition(VisibleRect::center().x, VisibleRect::bottom().y + 30);
this->addChild(menu, -1);
}
void ChipmunkTest::reset(Ref* sender)
{
getTestSuite()->restartCurrTest();
}
void ChipmunkTest::addNewSpriteAtPosition(cocos2d::Vec2 pos)
{
int posx, posy;
auto parent = getChildByTag(kTagParentNode);
posx = CCRANDOM_0_1() * 200.0f;
posy = CCRANDOM_0_1() * 200.0f;
posx = (posx % 4) * 85;
posy = (posy % 3) * 121;
int num = 4;
cpVect verts[] = {
cpv(-24,-54),
cpv(-24, 54),
cpv( 24, 54),
cpv( 24,-54),
};
cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero, 0.0f));
cpBodySetPosition(body, cpv(pos.x, pos.y));
cpSpaceAddBody(_space, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpTransformIdentity, 0.0f);
cpShapeSetElasticity(shape, 0.5f);
cpShapeSetFriction(shape, 0.5f);
cpSpaceAddShape(_space, shape);
auto sprite = PhysicsSpriteChipmunk2D::createWithTexture(_spriteTexture, cocos2d::Rect(posx, posy, 85, 121));
parent->addChild(sprite);
sprite->setCPBody(body);
sprite->setPosition(pos);
}
void ChipmunkTest::onEnter()
{
TestCase::onEnter();
}
void ChipmunkTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
{
//Add a new body/atlas sprite at the touched location
for( auto &touch: touches)
{
auto location = touch->getLocation();
addNewSpriteAtPosition( location );
}
}
void ChipmunkTest::onAcceleration(Acceleration* acc, Event* event)
{
static float prevX=0, prevY=0;
#define kFilterFactor 0.05f
float accelX = (float) acc->x * kFilterFactor + (1- kFilterFactor)*prevX;
float accelY = (float) acc->y * kFilterFactor + (1- kFilterFactor)*prevY;
prevX = accelX;
prevY = accelY;
auto v = cocos2d::Vec2( accelX, accelY);
v = v * 200;
cpSpaceSetGravity(_space, cpv(v.x, v.y));
}
ChipmunkTests::ChipmunkTests()
{
ADD_TEST_CASE(ChipmunkTest);
}