PhysicsEditor使用的是试用版1.0.11,事例代码下的GB2ShapeCache-x在cocos2dx3.1版本中无法使用,所以我写了一个简化根据精灵边缘创建shape的方法。
plist要求文件内只导出了一个精灵的shape,多个暂时无法使用此类,如有需要请自行修改;点的密度尽量不要太小。有什么不对的地方请多谅解。
#include "ShapeCache.h"
//plist为PhysicsEditor以Chipmunk方式导出,box2d还没有研究;s为要设置刚体的精灵;
void ShapeCache::addShapeWithFileToSprite(std::string plist, cocos2d::Sprite *s){
FileUtils *fu = FileUtils::getInstance();
ValueMap root = fu->getValueMapFromFile(plist);
auto bodies = root["bodies"].asValueMap();
ValueMap fixtureDef;
for (auto iter=bodies.begin(); iter!=bodies.end(); iter++) {
fixtureDef = iter->second.asValueMap();
}
ValueMap item = fixtureDef["fixtures"].asValueVector()[0].asValueMap();
s->setPhysicsBody(PhysicsBody::create());
for (auto iter=item.begin(); iter!=item.end(); iter++) {
std::string key = iter->first;
auto type = iter->second;
if (key == "polygons") {
auto value = type.asValueVector();
for (int i=0; i<value.size(); i++) {
auto _item = value[i].asValueVector();
Vec2 *vec = new Vec2[_item.size()];
for (int j=0; j<_item.size(); j++) {
Point p = PointFromString(_item[j].asString().c_str());
vec[j] = Vec2(p.x, p.y);
}
s->getPhysicsBody()->addShape(PhysicsShapePolygon::create(vec, _item.size()));
}
}else if (key == "mass"){
s->getPhysicsBody()->setMass(type.asInt());
}else if (key == "friction"){
auto shapes = s->getPhysicsBody()->getShapes();
for (int i=0; i<shapes.size(); i++) {
shapes.at(i)->setFriction(type.asInt());
}
}
}
}