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!!!!