BOX2D画出较为复杂的刚体

本博客中使用的均为COCOS2D C++ box2d 版本是2.6

由于笔者能力有限,所以在这里也只说明俄罗斯方块的几种图元的构造,如若您需要更加复杂的东东,敬请谅解

不说了,首先建立

代码如下:

void Box2DTestLayer::Generate4(CCPoint p)
{
	b2FixtureDef smooth;
	smooth.density = 1.0f;
	smooth.friction = .3f;
	b2BodyDef  smoothBodyDef;
	smoothBodyDef.type = b2_staticBody;
	smoothBodyDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
	b2Body *smoothBody = world->CreateBody(&smoothBodyDef);
	b2PolygonShape PolyShape;
	smooth.shape = &PolyShape;
	PolyShape.SetAsBox(0.8, 0.2);
	smoothBody->CreateFixture(&smooth);
}

再者建立

代码如下:

void Box2DTestLayer::Generate3L1(CCPoint p)
{
	b2FixtureDef  ThreeLastOneDef;
	ThreeLastOneDef.density = 1.0f;
	ThreeLastOneDef.friction = 0.3f;
	b2BodyDef ThreeLastOneBodyDef;
	ThreeLastOneBodyDef.type = b2_staticBody;
	ThreeLastOneBodyDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
	b2Body* ThreeLastBody = world->CreateBody(&ThreeLastOneBodyDef);	
	b2PolygonShape shape;
	ThreeLastOneDef.shape = &shape;
	b2Vec2 m_vertices[7];	
	vector<b2Vec2>*vec = new vector<b2Vec2>();
	m_vertices[0] = b2Vec2(-0.6f, -0.2f);
	m_vertices[1] = b2Vec2(0.6f, -0.2f);
	m_vertices[2] = b2Vec2(0.6f, 0.6f);
	m_vertices[3] = b2Vec2(0.2f, 0.6f);
	m_vertices[4] = b2Vec2(0.2f, 0.2f);
	m_vertices[5] = b2Vec2(-0.6f, 0.2f);
	m_vertices[6] = b2Vec2(-0.6f, -0.2f);
	for (int i = 0; i < 6; i++)
	{
		vec->push_back(m_vertices[i]);
	}
	b2Separator* sep = new  b2Separator();
	if (sep->Validate(*vec) == 0)
	{
		;
	}	
	sep->Separate(ThreeLastBody, &ThreeLastOneDef, vec, PTM_RATIO);
}

再者:

代码如下:

void Box2DTestLayer::Generate3M1(CCPoint p){
	b2FixtureDef fixtureDef;
	b2BodyDef verticalDef;
	fixtureDef.density = 1.0f;
	fixtureDef.friction = 0.3f;
	verticalDef.type = b2_staticBody;
	verticalDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
	b2Body* verticalBody = world->CreateBody(&verticalDef);
	b2PolygonShape shape;
	b2Vec2 m[4];
	m[0]= b2Vec2(-0.6f, -0.2f);
	m[3] = b2Vec2(-0.6f, 0.2f);
	m[2] = b2Vec2(0.6f, 0.2f);
	m[1] = b2Vec2(0.6f, -0.2f);
	shape.Set(&m[0], 4);
	fixtureDef.shape = &shape;
	verticalBody->CreateFixture(&fixtureDef);

	m[0] = b2Vec2(-0.2f, -0.2f);
	m[3] = b2Vec2(-0.2f, 0.6f);
	m[2] = b2Vec2(0.2f, 0.6f);
	m[1] = b2Vec2(0.2f, -0.2f);
	shape.Set(&m[0], 4);
	fixtureDef.shape = &shape;
	verticalBody->CreateFixture(&fixtureDef);
}
接下来是最后一个了

代码是:

void Box2DTestLayer::Generate22(CCPoint p){
	b2FixtureDef Two22FixDef;
	Two22FixDef.density = 1.0f;
	Two22FixDef.friction = 0.3f;
	b2BodyDef Two22BodyDef;
	Two22BodyDef.type = b2_staticBody;
	Two22BodyDef.position.Set(p.x / PTM_RATIO, p.y / PTM_RATIO);
	b2Body* Two22Body = world->CreateBody(&Two22BodyDef);
	b2PolygonShape shape;
	
	b2Separator *separator = new b2Separator();
	vector<b2Vec2>*vec = new vector < b2Vec2>();
	b2Vec2 vec2[4];
	vec2[0] = b2Vec2(-0.6f, -0.2f);
	vec2[1] = b2Vec2(0.2f, -0.2f);
	vec2[2] = b2Vec2(0.2f, 0.2f);
	vec2[3] = b2Vec2(-0.6f, 0.2f);
	shape.Set(&vec2[0], 4);
	Two22FixDef.shape = &shape;
	Two22Body->CreateFixture(&Two22FixDef);
	vec2[0] = b2Vec2(-0.2f, 0.2f);
	vec2[1] = b2Vec2(0.6f, 0.2f);
	vec2[2] = b2Vec2(0.6f, 0.6f);
	vec2[3] = b2Vec2(-0.2f, 0.6f);

	shape.Set(&vec2[0], 4);
	Two22FixDef.shape = &shape;
	Two22Body->CreateFixture(&Two22FixDef);
}

其实这里面主要使用了组合法来进行,一者使用现成的b2separator.h文件来进行自动生成,比如Generator3L1函数,另一个则是自己进行分辨生成的Generator22和Generator3M1两个函数,我们需要知道的一点就是不能使得两个刚体进行合成一个(至少笔者没有做到啊),我们可以根据自己需要的形状,自己进行分开,将凹形状分解成凸形状的,笔者当时有一个误区就是所有形状都必须一刚体的中心为中心,实际上并不是这样的,我们只需要进行根据中心为中心勾勒出几个凸形的点即可!!!!

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

世纪殇

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值