cocos2d-x 鼠标或手指移动刚体

QueryCallback.cpp

class QueryCallback : public b2QueryCallback
{
public:
QueryCallback(const b2Vec2& point)
{
m_point = point;
m_fixture = NULL;
}
 
bool ReportFixture(b2Fixture* fixture)
{
b2Body* body = fixture->GetBody();
if (body->GetType() == b2_dynamicBody)
{
bool inside = fixture->TestPoint(m_point);
if (inside)
{
m_fixture = fixture;
 
// We are done, terminate the query.
return false;
}
}
 
// Continue the query.
return true;
}
 
b2Vec2 m_point;
b2Fixture* m_fixture;
};

HelloWorld.h

virtual bool MouseDown(const b2Vec2& p);  
virtual void MouseUp(const b2Vec2& p);  
void MouseMove(const b2Vec2& p);  
// b2Vec2 m_mouseWorld;   
 b2MouseJoint* m_mouseJoint;  
 b2Body *m_groundBody;//空的b2body,为了给鼠标关节设置刚体A  

HelloWorld.cpp

bool HelloWorld::MouseDown(const b2Vec2& p)  
{  
    if (m_mouseJoint != NULL)  
    {  
        return false;  
    }  
  
    // Make a small box.   
    b2AABB aabb;  
    b2Vec2 d;  
    d.Set(0.001f, 0.001f);  
    aabb.lowerBound = p - d;  
    aabb.upperBound = p + d;  
  
    // Query the world for overlapping shapes.   
    QueryCallback callback(p);  
  
    world->QueryAABB(&callback, aabb);  
  
    if (callback.m_fixture)  
    {  
        b2Body* body = callback.m_fixture->GetBody();  
        b2MouseJointDef md;  
        md.bodyA = m_groundBody;  
        md.bodyB = body;  
        md.target = p;  
        md.maxForce = 1000.0f * body->GetMass();  
        m_mouseJoint = (b2MouseJoint*)world->CreateJoint(&md);  
        body->SetAwake(true);  
        return true;  
    }  
}  
 
void HelloWorld::MouseMove(const b2Vec2& p)  
{  
    //m_mouseWorld = p;   
  
    if (m_mouseJoint)  
    {  
        m_mouseJoint->SetTarget(p);  
    }  
}  
 
void HelloWorld::MouseUp(const b2Vec2& p)  
{  
    if (m_mouseJoint)  
    {  
        world->DestroyJoint(m_mouseJoint);  
        m_mouseJoint = NULL;  
    }  
}  
 

 
bool HelloWorld::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)  
{  
    isStart = pTouch->getLocation();  
    CCPoint nodePosition = convertToNodeSpace( isStart );  
    //PTM_RATIO = 32   
    return MouseDown(b2Vec2(nodePosition.x / PTM_RATIO, nodePosition.y / PTM_RATIO));  
}  

void HelloWorld::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent)  
{  
    CCPoint start = pTouch->getLocation();//get the coordinate of the touch point in openGL   
    CCPoint nodePosition = convertToNodeSpace( start );  
    this->MouseMove(b2Vec2(nodePosition.x / PTM_RATIO, nodePosition.y / PTM_RATIO));  
}  
  
void HelloWorld::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)  
{  
    CCPoint nodePosition = convertToNodeSpace( pTouch->getLocation() );  
    this->MouseUp(b2Vec2(nodePosition.x / PTM_RATIO,nodePosition.y / PTM_RATIO));  
}  



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