//Rotina que chama os métodos de desenho da classe DebugDraw para desenhar os objetos da cena void DrawFixture(b2Fixture* fixture, b2Color color) { const b2Transform& xf = fixture->GetBody()->GetTransform(); switch (fixture->GetType()) { case b2Shape::e_circle: { b2CircleShape* circle = (b2CircleShape*)fixture->GetShape(); b2Vec2 center = b2Mul(xf, circle->m_p); float32 radius = circle->m_radius; renderer.DrawCircle(center, radius, color); } break; case b2Shape::e_polygon: { b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape(); int32 vertexCount = poly->m_count; b2Assert(vertexCount <= b2_maxPolygonVertices); b2Vec2 vertices[b2_maxPolygonVertices]; for (int32 i = 0; i < vertexCount; ++i) { vertices[i] = b2Mul(xf, poly->m_vertices[i]); } renderer.DrawPolygon(vertices, vertexCount, color); } break; case b2Shape::e_edge: { b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape(); int32 vertexCount; b2Vec2 vertices[b2_maxPolygonVertices]; int i=0; if (edge->m_hasVertex0) { vertices[i] = b2Mul(xf, edge->m_vertex0); i++; } vertices[i] = b2Mul(xf, edge->m_vertex1); i++; vertices[i] = b2Mul(xf, edge->m_vertex2); i++; if (edge->m_hasVertex3) { vertices[i] = b2Mul(xf, edge->m_vertex3); i++; } vertexCount = i; renderer.DrawPolygon(vertices, vertexCount, color); } break; } }
//Rotina que chama os métodos de desenho da classe DebugDraw para desenhar os objetos da cena void DrawShape(b2Fixture* fixture, b2Color color) { const b2Transform& xf = fixture->GetBody()->GetTransform(); switch (fixture->GetType()) { case b2Shape::e_circle: { b2CircleShape* circle = (b2CircleShape*)fixture->GetShape(); b2Vec2 center = b2Mul(xf, circle->m_p); float32 radius = circle->m_radius; b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f)); float angle = xf.q.GetAngle(); renderer.DrawSolidCircle(center, radius, axis, color); DrawSprite((radius*1.44)*2,center.x,center.y,0.0,RadianosParaGraus(angle)); //este 1.44 foi um cálculo q eu fiz para encaixar... o ideal é que o circulo tenha o raio da imagem } break; case b2Shape::e_polygon: { b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape(); int32 vertexCount = poly->m_count; b2Assert(vertexCount <= b2_maxPolygonVertices); b2Vec2 vertices[b2_maxPolygonVertices]; for (int32 i = 0; i < vertexCount; ++i) { vertices[i] = b2Mul(xf, poly->m_vertices[i]); } renderer.DrawPolygon(vertices, vertexCount, color); } break; case b2Shape::e_edge: { b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape(); int32 vertexCount; b2Vec2 vertices[b2_maxPolygonVertices]; int i=0; if (edge->m_hasVertex0) { vertices[i] = b2Mul(xf, edge->m_vertex0); i++; } vertices[i] = b2Mul(xf, edge->m_vertex1); i++; vertices[i] = b2Mul(xf, edge->m_vertex2); i++; if (edge->m_hasVertex3) { vertices[i] = b2Mul(xf, edge->m_vertex3); i++; } vertexCount = i; renderer.DrawPolygon(vertices, vertexCount, color); } break; case b2Shape::e_chain: { b2ChainShape* chain = (b2ChainShape*)fixture->GetShape(); int32 count = chain->m_count; const b2Vec2* vertices = chain->m_vertices; b2Vec2 v1 = b2Mul(xf, vertices[0]); for (int32 i = 1; i < count; ++i) { b2Vec2 v2 = b2Mul(xf, vertices[i]); renderer.DrawSegment(v1, v2, color); renderer.DrawCircle(v1, 0.05f, color); v1 = v2; } } break; } }