#cocos2d-x box2d使用调试绘图
复制TestCpp的GLES-Render.h和GLES-Render.cpp过来。
添加一个成员变量:
GLESDebugDraw *m_debugDraw;
初始化物理引擎的时候:
void HNGameLayer::initPhysics()
{
m_debugDraw = new GLESDebugDraw(RATIO);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
m_b2World = new b2World(b2Vec2(0, -10));
m_b2World->SetAllowSleeping(true); // 允许物体进入休眠状态
m_b2World->SetContinuousPhysics(true); // 使用连续物理碰撞检测
m_b2World->SetDebugDraw(m_debugDraw);
....其他代码
}
重写draw函数
void HNGameLayer::draw()
{
CCLayer::draw();
if (!m_bDebug) {
return;
}
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
m_b2World->DrawDebugData();
kmGLPopMatrix();
CHECK_GL_ERROR_DEBUG();
}
防止被背景阻挡了。因为draw函数话出来的东西的z-order应该是0,把背景的z-order设成负数就可以了
##3.1 从cpp-tests复制GLES-Render.h和GLES-Render.cpp过来。
1.添加两个个成员变量:
GLESDebugDraw *m_debugDraw;
cocos2d::CustomCommand m_customCmd;
2.初始化物理引擎的时候:
void HNGameLayer::initPhysics()
{
m_debugDraw = new GLESDebugDraw(RATIO);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
m_b2World = new b2World(b2Vec2(0, -10));
m_b2World->SetAllowSleeping(true); // 允许物体进入休眠状态
m_b2World->SetContinuousPhysics(true); // 使用连续物理碰撞检测
m_b2World->SetDebugDraw(m_debugDraw);
....其他代码
}
3.重写draw()函数
void HNFoodThrowLayer::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
Layer::draw(renderer, transform, transformUpdated);
m_customCmd.init(_globalZOrder);
m_customCmd.func = CC_CALLBACK_0(HNFoodThrowLayer::onDraw, this, transform, transformUpdated);
renderer->addCommand(&m_customCmd);
}
4.添加onDraw函数
void HNFoodThrowLayer::onDraw(const Mat4 &transform, bool transformUpdated)
{
if (m_isStartPhysicalWorld) {
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
m_world->DrawDebugData();
CHECK_GL_ERROR_DEBUG();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
}