Exemplo n.º 1
0
bool BaseDemo::onTouchBegan(Touch* touch, Event* event)
{
    auto location = touch->getLocation();
    auto shapeArr = _world->getShapes(location);
    
    PhysicsBody* body = nullptr;
    for(auto& obj : shapeArr)
    {
        if((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0)
        {
            body = obj->getBody();
            break;
        }
    }
    
    if(body != nullptr)
    {
        Node* mouse = Node::create();
        mouse->setPhysicsBody(PhysicsBody::create(PHYSICS_INFINITY, PHYSICS_INFINITY));
        mouse->getPhysicsBody()->setDynamic(false);
        mouse->setPosition(location);
        this->addChild(mouse);
        
        PhysicsJointPin* joint = PhysicsJointPin::construct(mouse->getPhysicsBody(), body, location);
        joint->setMaxForce(5000.0f * body->getMass());
        _world->addJoint(joint);
        _mouses.insert(std::make_pair(touch->getID(), mouse));
        
        return true;
        
    }
    return false;
}
bool HelloWorld::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event)
{
    CCLOG("%s", "touch");
    auto location = touch->getLocation();
    auto arr = _scene->getPhysicsWorld()->getShapes(location);//从物理世界得到多边形
    PhysicsBody *body = nullptr;
    for (auto &obj : arr)
    {
        if ((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0) //得到刚体
        {
            body = obj->getBody();
            break;
        }
    }
    if (body != nullptr)
    {
            //创建一个刚体
        Node *mouse = Node::create();
        mouse->setPhysicsBody(PhysicsBody::create(PHYSICS_INFINITY, PHYSICS_INFINITY));
        mouse->getPhysicsBody()->setDynamic(false);
        mouse->setPosition(location);
        this->addChild(mouse);
        body->setLinearDamping(0.0f);
            //用图钉关节与点中刚体绑定 赋予力 可以拖动
        PhysicsJointPin *joint = PhysicsJointPin::construct(mouse->getPhysicsBody(), body, location);
        joint->setMaxForce(5000.0f * body->getMass());
        _scene->getPhysicsWorld()->addJoint(joint);
        _mouses.insert(std::make_pair(touch->getID(), mouse));
        return true;
    }
    return false;
}
Exemplo n.º 3
0
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;
}
Exemplo n.º 4
0
void SinglePlayerScene::setupPhysics()
{
    Size visibleSize = Director::getInstance()->getVisibleSize();

    float visibleHeight = visibleSize.height;
    PhysicsWorld* world = this->getScene()->getPhysicsWorld();
    world->setGravity(Vec2(0, (visibleHeight / 320.0f) * -98.0f));
    world->setSpeed(GAME_SPEED);

    world->setDebugDrawMask(DEBUGDRAW_OPTIONS);


    Vec2 takyanPos = _takyan->getPosition();
    PhysicsBody *takyanBody = PhysicsBody::createCircle(_takyan->getContentSize().width * BALL_RADIUS, PhysicsMaterial(0.01f, 1.0f, 1.0f)); //_takyan->getPhysicsBody();
    float takyanMass = takyanBody->getMass();
    float velocityLimit = takyanMass * 150.0f;
    takyanBody->setMass(takyanMass * 100.0f);
    takyanBody->setRotationEnable(false);
    takyanBody->setVelocityLimit(velocityLimit);
    _takyan->setPhysicsBody(takyanBody);

    PHYSICS_MASK(takyanBody, MASK_TAKYAN, MASK_BOUNDS | MASK_KICKER, MASK_BOUNDS | MASK_KICKER);

    Size takyanSize = _takyan->getContentSize();
    takyanSize.height *= 0.8f;

    PhysicsMaterial material(0.0025f, 0.0f, 1.0f);
    PhysicsBody *takyanTailBody = PhysicsBody::createCircle(takyanSize.width, material);
    takyanTailBody->setMass(takyanMass * 0.01);
    takyanTailBody->setRotationEnable(false);
    takyanTailBody->setLinearDamping(1.0f);
    takyanTailBody->setVelocityLimit(velocityLimit * 0.5f);
    _takyanTail->setPhysicsBody(takyanTailBody);

    PHYSICS_MASK(takyanTailBody, MASK_TAKYAN_TAIL, 0, MASK_FLOOR);

    Vec2 diff = _takyanTail->getPosition() - _takyan->getPosition();
    Vec2 anch1 = Vec2::ANCHOR_MIDDLE;
    Vec2 anch2 = Vec2::ANCHOR_MIDDLE;
    auto jointS = PhysicsJointLimit::construct(takyanBody, takyanTailBody, anch1, anch2, 0, diff.y);
    jointS->setCollisionEnable(false);
    world->addJoint(jointS);


    PhysicsBody *kickerBody = PhysicsBody::createCircle(_kicker->getContentSize().width * KICKER_RADIUS, PhysicsMaterial(1.0f, 1.0f, 1.0f)); //_kicker->getPhysicsBody();
    kickerBody->setDynamic(false);
    kickerBody->setEnable(false);
    _kicker->setPhysicsBody(kickerBody);

    PHYSICS_MASK(kickerBody, MASK_KICKER, MASK_TAKYAN, MASK_TAKYAN);

    int takyans = MASK_TAKYAN | MASK_TAKYAN_TAIL;

    auto floorBody = PhysicsBody::createBox(_floorBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f)); //_floorBounds->getPhysicsBody();
    floorBody->setDynamic(false);
    _floorBounds->setPhysicsBody(floorBody);
    PHYSICS_MASK(floorBody, MASK_BOUNDS, takyans, takyans);

    auto ceilingBody = PhysicsBody::createBox(_ceilingBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f));
    ceilingBody->setDynamic(false);
    _ceilingBounds->setPhysicsBody(ceilingBody);
    PHYSICS_MASK(ceilingBody, MASK_BOUNDS, MASK_TAKYAN, MASK_TAKYAN);

    Size wallSize = _leftWallBounds->getContentSize();
    wallSize.height *= 5.0f;

    auto leftWallBody = PhysicsBody::createBox(wallSize); //_leftWallBounds->getPhysicsBody();
    leftWallBody->setDynamic(false);
    _leftWallBounds->setPhysicsBody(leftWallBody);
    PHYSICS_MASK(leftWallBody, MASK_WALLS, takyans, MASK_TAKYAN);

    auto rightWallBody = PhysicsBody::createBox(wallSize); //_rightWallBounds->getPhysicsBody();
    rightWallBody->setDynamic(false);
    _rightWallBounds->setPhysicsBody(rightWallBody);
    PHYSICS_MASK(rightWallBody, MASK_WALLS, takyans, MASK_TAKYAN);
}