刚开始xcode莫名其妙的报错误,提示box2d没有开启,主要有两个地方需要设置,在targets->buidseting->preprocessing中设置CC_ENABLE_BOX2D_INTEGRATION=1删除climuk,project->buidseting->preprocessing同样但是对于使用,a的同志们来说还是找不到,那就必须从新生成cocos2dlib.a文件,生成之前一定设置以上地方的CC_ENABLE_BOX2D_INTEGRATION=1删除climuk后在生成,然后换上项目中的.a就没问题了
Leave2.h
#ifndef Leave2_hpp
#define Leave2_hpp
#include "GLES-Render.h"
#include <cstdlib>
#include <stdio.h>
#include "ShyRole.h"
#include "Roulette.h"
#include "cocos2d.h"
#include "VisibleRect.h"
#include <Box2D/Box2D.h>
using namespace cocos2d;
class Leave2 : public Scene{
public:
Leave2();
~Leave2();
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t flags) override;
virtual bool init() override;
CREATE_FUNC(Leave2);
private:
b2World* world;
void update(float dt) override;
GLESDebugDraw m_debugDraw;
};
#endif /* Leave2_hpp */
Leave2.cpp
#define PTM_RATIO 32
#include "Leave2.h"
#include <Box2D/Box2D.h>
#include "extensions/cocos-ext.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"
Leave2::Leave2()
{
init();
}
Leave2::~Leave2()
{
CC_SAFE_DELETE(world);
}
bool Leave2::init(){
if(!Scene::init()){
return false;
}
//重力参数
b2Vec2 gravity;
gravity.Set(0.0f, -10.0f);
//物理世界
world = new b2World(gravity);
//是否可以休眠
world->SetAllowSleeping(true);
//开启连续物理测试(避免物体速度快物理穿透)
world->SetContinuousPhysics(true);
//设施debug模式(绘制刚体)
GLESDebugDraw* m_debugDraw = new GLESDebugDraw(PTM_RATIO);
world->SetDebugDraw(m_debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit; //有很多种绘制方式 可以查看源代码
m_debugDraw->SetFlags(flags);
//定义刚体属性(位置类型等b2BodyDef需要添加到b2Body上)
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0);
//刚体身体
b2Body* groundBody = world->CreateBody(&groundBodyDef);
//定义一个有边的形状
b2EdgeShape groundBox;
groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO), b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO), b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
b2Body *body;
body = world->CreateBody(&bodyDef);
//碰撞体定义(和b2BodyDef类似,主要定义密度,摩擦系数等物理属性)
b2FixtureDef fixtureDef;
//设置密度
fixtureDef.density = 1.0f;
//设置摩擦系数
fixtureDef.friction = 0.3f;
//设置碰撞体的形状(b2..Shape可以直接绑定到bebody上也可以设置b2FixtureDef后在绑定到b2body上)
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(0.5 , 0.5);
fixtureDef.shape = &dynamicBox;
body->CreateFixture(&fixtureDef);
//创建物理引擎精灵对象
cocos2d::Texture2D * spriteTexture = Director::getInstance()->getTextureCache()->addImage("CloseNormal.png");
auto sprite = cocos2d::extension::PhysicsSprite::createWithTexture(spriteTexture);
dynamicBox.SetAsBox(90/PTM_RATIO , 90/PTM_RATIO );
this->addChild(sprite);
sprite->setB2Body(body);
sprite->setPTMRatio(PTM_RATIO);
sprite->setPosition(Vec2(100,100));
scheduleUpdate();
return true;
}
void Leave2::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
Scene::draw(renderer, transform, _transformUpdated);
world->DrawDebugData();
}
void Leave2::update(float dt)
{
int velocityIterations = 8;
int positionIterations = 1;
world->Step(dt, velocityIterations, positionIterations);
}
(一)Shape有三种
1 b2CircleShape定义圆
2 b2PolygonShape定义多边形
3 b2EdgeShape 定义边界
(二)设置debug模式就是能看到设置的刚体外围边界绘制方式有5种不设置
- e_shapeBit 有淡淡的颜色表示碰撞体
- e_jointBit 碰撞边框
- e_aabbBit 碰撞变宽+图形边框
- e_pairBit 碰撞变宽+图形边框+中心
- e_centerOfMassBit
- 6m_drawFlags默认什么都不显示
(三)关于debug加入以下方法,cocos2dx 带的例子太乱网上找的也过时
draw(Renderer *renderer,const Mat4 &transform,uint32_t flags)
{
Scene::draw(renderer, transform,_transformUpdated);
world->DrawDebugData();
}
(四)碰撞坐标系和坐标之间有一个32的转换如设置边界时候会用到
#define PTM_RATIO 32
b2EdgeShape groundBox;
groundBox.Set(b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO),b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO),b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::leftTop().x/PTM_RATIO,VisibleRect::leftTop().y/PTM_RATIO),b2Vec2(VisibleRect::leftBottom().x/PTM_RATIO,VisibleRect::leftBottom().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
groundBox.Set(b2Vec2(VisibleRect::rightBottom().x/PTM_RATIO,VisibleRect::rightBottom().y/PTM_RATIO),b2Vec2(VisibleRect::rightTop().x/PTM_RATIO,VisibleRect::rightTop().y/PTM_RATIO));
groundBody->CreateFixture(&groundBox,0);
(五)设置碰撞体大小
b2PolygonShape dynamicBox;
//设置0.5恰好包围住边界
dynamicBox.SetAsBox(0.5 ,0.5);
(六)b2BodyType类型
enum b2BodyType
{
b2_staticBody = 0, //没有速度,不受力,可以碰撞
b2_kinematicBody, //有速度,受力,可以碰撞
b2_dynamicBody //有速度,不受力,可以碰撞
};
本文介绍了在Cocos2d-x项目中启用Box2D物理引擎的步骤,包括在Xcode中设置CC_ENABLE_BOX2D_INTEGRATION,删除climuk,以及重新生成库文件。同时,讲解了Box2D的Shape类型、Debug模式的设置,以及碰撞坐标转换和Body类型的使用。

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