刚体(Body):
通过世界创建的对象,物理引擎里面所有东西都是刚体 创建方式: 定义一个b2BodyDef,b2World调用createBody的方法传入此参数定制器(Fixture):
带有形状,密度,摩擦力等属性 创建方式: 定义一个b2FixtureDef,调用刚体的createFixture方法为刚体创建定制器(相当于附加属性),每个刚体支持添加多个Fixture; 刚体的createFixture重载了两种模式,一种是b2FixtureDef作为参数,一种是shape作为参数,效果是一样的。形状(shape):
刚体的形状 种类: circle(圆形),Polygon(多边形),其他等等基本上他们的范围是这样:world,body,fixture(刚体的多个属性)
tips:b2Vec2是2dx里面类似CGPoint的东西
具体看代码
1 //刚体 2 b2BodyDef testBodyDef; 3 testBodyDef.type = b2_staticBody; 4 testBodyDef.position.Set(0,0); 5 6 //底部的边缘线 7 b2EdgeShape testShape; 8 testShape.Set(b2Vec2(0,0), b2Vec2(s.width/PTM_RATIO,0)); 9 10 b2FixtureDef testFixtueDef;11 testFixtueDef.shape = &testShape;12 13 b2Body* testBody = world->CreateBody(&testBodyDef);14 testBody->CreateFixture(&testFixtueDef);15 16 //顶部边缘线17 testShape.Set(b2Vec2(0,s.height/PTM_RATIO), b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO));18 testBody->CreateFixture(&testFixtueDef);19 20 //左边边缘线21 testShape.Set(b2Vec2(0,0), b2Vec2(0,s.height/PTM_RATIO));22 testBody->CreateFixture(&testFixtueDef);23 24 //右边边缘线25 testShape.Set(b2Vec2(s.width/PTM_RATIO,0), b2Vec2(s.width/PTM_RATIO,s.height/PTM_RATIO));26 testBody->CreateFixture(&testFixtueDef);27 28 //创建可运动的缸体29 CCPoint ballPosition = CCPointMake(200, 100);30 CCSprite* ballSprite = CCSprite::create("Ball.png");31 ballSprite->setPosition(ballPosition);32 this->addChild(ballSprite);33 34 b2BodyDef moveableBodyDef;35 moveableBodyDef.type = b2_dynamicBody;36 37 //设置刚体位置38 //刚体相对于世界的位置,坐标转换为box2d里面的坐标39 moveableBodyDef.position.Set(ballPosition.x/PTM_RATIO,ballPosition.y/PTM_RATIO);40 //把精灵放到b2BodyDef的userData里面,在update里面刷新精灵位置41 moveableBodyDef.userData = ballSprite;42 43 b2Body *moveableBody = world->CreateBody(&moveableBodyDef);44 45 //创建圆形小球46 b2CircleShape testCircleShape;47 //刚体和形状设置坐标的时候,选一个就ok48 testCircleShape.m_p.Set(0,0);49 float radius = ballSprite->getContentSize().width/(2*PTM_RATIO);50 testCircleShape.m_radius = radius;51 52 b2FixtureDef moveableFixtureDef;53 moveableFixtureDef.shape = &testCircleShape;54 moveableFixtureDef.density = 1.0f;55 moveableFixtureDef.friction = 0.3f;56 moveableBody->CreateFixture(&moveableFixtureDef);
update方法
1 void HelloWorld::update(float dt) 2 { 3 int velocityIterations = 8; 4 int positionIterations = 1; 5 6 world->Step(dt, velocityIterations, positionIterations); 7 8 //刷新精灵位置 9 for (b2Body* body = world->GetBodyList(); NULL!= body; body = body->GetNext())10 {11 if ( NULL != body->GetUserData() )12 {13 CCSprite* sprite = (CCSprite*)body->GetUserData();14 15 sprite->setPosition( CCPointMake( body->GetPosition().x * PTM_RATIO, body->GetPosition().y * PTM_RATIO) );16 sprite->setRotation( -1 * CC_RADIANS_TO_DEGREES(body->GetAngle()) );17 } 18 }19 }