void FruitCutNinjaScene::clipPoly(PhysicsShapePolygon* shape, Point normal, float distance) { PhysicsBody* body = shape->getBody(); int count = shape->getPointsCount(); int pointsCount = 0; Point* points = new Point[count + 1]; Vector2dVector vcPoints; vcPoints.clear(); Vector2d v2Point(0, 0); for (int i=0, j=count-1; i<count; j=i, ++i) { Point a = body->local2World(shape->getPoint(j)); float aDist = a.dot(normal) - distance; if (aDist < 0.0f) { points[pointsCount] = a; ++pointsCount; } Point b = body->local2World(shape->getPoint(i)); float bDist = b.dot(normal) - distance; if (aDist*bDist < 0.0f) { float t = std::fabs(aDist)/(std::fabs(aDist) + std::fabs(bDist)); Vec2 v2Tmp = a.lerp(b, t); points[pointsCount] = v2Tmp; ++pointsCount; } } Point center = PhysicsShape::getPolyonCenter(points, pointsCount); for (int i = 0; i < pointsCount; i++) { points[i] = body->world2Local(points[i]); vcPoints.push_back(Vector2d(points[i].x, points[i].y)); } PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount); PRFilledPolygon* pNode = (PRFilledPolygon*)(body->getNode()); std::string sName = pNode->getTextureName(); //auto texture = Director::getInstance()->getTextureCache()->addImage("pineapple.png"); PRFilledPolygon *filledPolygon = PRFilledPolygon::filledPolygonWithPointsAndTexture(vcPoints, sName.c_str()); filledPolygon->setPhysicsBody(polyon); filledPolygon->setPosition(body->getPosition() + normal * -40); filledPolygon->getPhysicsBody()->setTag(_sliceTag); filledPolygon->getPhysicsBody()->setGravityEnable(false); polyon->setVelocity(body->getVelocityAtWorldPoint(center)); polyon->setAngularVelocity(body->getAngularVelocity()); polyon->setTag(_sliceTag); //polyon->applyImpulse(normal * -100); addChild(filledPolygon, 80); /* CPolygonSprite* pSprite = CPolygonSprite::create(); pSprite->initWithFile("pineapple.png", polyon, false); pSprite->setPosition(body->getPosition()); polyon->setTag(_sliceTag); addChild(pSprite); */ /* Node* node = Node::create(); PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount, PHYSICSBODY_MATERIAL_DEFAULT, -center); node->setPosition(center); node->setPhysicsBody(polyon); polyon->setVelocity(body->getVelocityAtWorldPoint(center)); polyon->setAngularVelocity(body->getAngularVelocity()); polyon->setTag(_sliceTag); addChild(node); */ delete[] points; }
void CCutScene::clipPoly(PhysicsShapePolygon* shape, Point normal, float distance) { PhysicsBody* body = shape->getBody(); int count = shape->getPointsCount(); int pointsCount = 0; Point* points = new Point[count + 1]; Vector2dVector vcPoints; vcPoints.clear(); Vector2d v2Point(0, 0); for (int i=0, j=count-1; i<count; j=i, ++i) { Point a = body->local2World(shape->getPoint(j)); float aDist = a.dot(normal) - distance; if (aDist < 0.0f) { points[pointsCount] = a; ++pointsCount; } Point b = body->local2World(shape->getPoint(i)); float bDist = b.dot(normal) - distance; if (aDist*bDist < 0.0f) { float t = std::fabs(aDist)/(std::fabs(aDist) + std::fabs(bDist)); Vec2 v2Tmp = a.lerp(b, t); points[pointsCount] = v2Tmp; ++pointsCount; } } Point center = PhysicsShape::getPolyonCenter(points, pointsCount); for (int i = 0; i < pointsCount; i++) { points[i] = body->world2Local(points[i]); vcPoints.push_back(Vector2d(points[i].x, points[i].y)); } PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount); CFoodCut* pNode = (CFoodCut*)(body->getNode()); std::vector<int> vMaterials; vMaterials.clear(); vMaterials = pNode->getMaterials(); MATERIAL_ID eId = MI_MAX; if (vMaterials.size() != 0) { eId = (MATERIAL_ID)vMaterials[0]; } CFoodCut *filledPolygon = CFoodCut::create(eId, vcPoints, pNode->getPanziIndex(), pNode->getTouchedIndex()); filledPolygon->setPhysicsBody(polyon); int nTmp = rand() % 50 + 50; int nTmpRotate = rand() % 30 - 60; filledPolygon->setPosition(body->getPosition()); //filledPolygon->setRotation(filledPolygon->getRotation() + nTmpRotate); filledPolygon->getPhysicsBody()->setTag(_sliceTag); filledPolygon->getPhysicsBody()->setGravityEnable(false); polyon->setVelocity(body->getVelocityAtWorldPoint(center)); //polyon->setAngularVelocity(body->getAngularVelocity()); polyon->setTag(_sliceTag); float fMass = polyon->getMass(); float fV = 80; float fImpulse = fMass * fV; float fTmpX = (float)(Random() % 30) / 100.0f - 0.15f; float fTmpY = (float)(rand() % 30) / 100.0f - 0.15f; polyon->applyImpulse((normal + Vec2(fTmpX, fTmpY)) * -fImpulse); polyon->setLinearDamping(0.8f); addChild(filledPolygon, 80); filledPolygon->setBirthTime(getCurTime()); m_vCutFoods.push_back(filledPolygon); m_nSliceCount ++; delete[] points; }