• cocos2d-x3.0 Physics新的物理引擎


    1、说明:

    3.0以后将box2d和chipmunk这两个物理引擎进行了封装,使用起来很的便利

    2、详细用法:   

    1、创建物理世界场景
    auto scene = Scene::createWithPhysics();
    scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //调试时使用
    
    2、在场景中加入重力
    Vect gravity = Vect(0.0f, -10.0f);  //-10表示重力向下
    scene->getPhysicsWorld()->setGravity(gravity); 
    3、创建物理边界,边界有碰撞体
    auto body = PhysicsBody::createEdgeSegment(Point(0,0),Point(600,0),PHYSICSBODY_MATERIAL_DEFAULT, 3); //3是边线度
    auto edgeNode = Node::create();  
    edgeNode->setPosition(Point(0,10));  
    edgeNode->setPhysicsBody(body);  
    scene->addChild(edgeNode);
              4、创建精灵,给精灵绑定刚体,这个封装一个加入刚体的方法,怎样创建精灵这里不做过多的说明
    void GameScene::addBoxBodyForSprite(Sprite *sprite){
    auto body = PhysicsBody::createCircle(sprite->getContentSize().width / 2); 
    // body->setCategoryBitmask(0);   //当为0不仅能闯过并且还检測不到碰撞
    body->setContactTestBitmask(1); //有碰撞检測
    body_player->setRotationEnable(false); //设置是否旋转
    /** 设置body是否受引力影响 */
    body->setGravityEnable(true);  //是否受重力影响
    sprite->setPhysicsBody(body);
    5、碰撞监听 在onEnter中绑定监听
    void GameScene::onEnter()  
    {  
        Layer::onEnter();  
        auto contactListener = EventListenerPhysicsContact::create();  
        contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);  //刚開始碰撞,监听
        contactListener->onContactPreSolve = CC_CALLBACK_2(GameScene::onContactPreSolve, this); //碰撞中监听
        auto dispatcher = Director::getInstance()->getEventDispatcher();  
        dispatcher->addEventListenerWithSceneGraphPriority(contactListener, this); 
    }
    6、開始碰撞监听函数
    bool GameScene::onContactBegin( const PhysicsContact& contact){  
        auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();  
        auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();     
        return true;  //返回true,才干够继续监听其他碰撞
    }
    7、碰撞中的监听(反弹力、摩擦力等属性可在此改动)
    bool GameScene::onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve){
    //	solve.setFriction(0);  //摩擦力
    	solve.setRestitution(0);  //反弹力
    //	solve.setSurfaceVelocity(Point(200,200));  //反弹运动方向
    	return true;
    }

    8、physicsShape
    //能够依据刚体得到PhysicsShape,然后改动PhysicsShape属性,包含,密度反弹力等。跟在碰撞检測中改动效果一样
    //Vector<PhysicsShape*> physicShape = player->getPhysicsBody()->getShapes();
    Vector<PhysicsShape*> physicShape = body_player->getShapes();
    for(int i=0; i<physicShape.size();i++){
        physicShape.at(i)->setDensity(0); //密度
        physicShape.at(i)->setRestitution(0);  //反弹力
    }


    3、射线使用

    1、实现

    Point point1(10,10);
    Point point2(1000,1000);
    Point point3 = point2;
    auto func = CC_CALLBACK_3(GameScene::anyRay, this);
    scene->getPhysicsWorld()->rayCast(func, point1, point2, &point3);  //起始点、终点、保存碰撞的坐标位置 scene为開始创建的物理世界scene
    //以下是画红色线方便调试查看
    DrawNode *_node = DrawNode::create();
    this->addChild(_node);
    _node->drawSegment(point1, point2, 1, Color4F(1.0f, 0.0f, 0.0f, 1.0f)); 
    
    
    2、射线碰撞监听
    bool GameScene::anyRay(PhysicsWorld& world, const PhysicsRayCastInfo& info, void* data)
    {
        *((Point*)data) = info.contact;
        return false;
    }
    
    

    4、參考文献

    http://blog.csdn.net/v_leg/article/details/22584743

    http://blog.csdn.net/st75033562/article/details/29574939

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  • 原文地址:https://www.cnblogs.com/zfyouxi/p/3910814.html
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