cocos2dx3.5 新增物理引擎分析

前端之家收集整理的这篇文章主要介绍了cocos2dx3.5 新增物理引擎分析前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

World 世界

物理刚体被添加到一个叫世界(World)的容器里,这也是它们被模拟的场所。将bodies,shapes,constraints这些对象添加到物理世界中,将整个物理世界作为一个整体进行更新。物理世界决定了所有这些部件在一起的互动方式。其中,用物理API实现的许多互动都是与PhysicsWorld这个对象有关的。

物理世界

物理世界(PhysicsWorld)对象是进行物理模拟时的一个核心部件。物理世界(PhysicsWorld)与场景(Scene)紧密整合在一起。让我们来看一个我们都会涉及到的例子吧。你住的房子里有厨房吗?你想这个问题的时候,就像是在想你的物理世界一样!现在,你的世界里拥有一些物理刚体(PhysicsBody)对象,就跟食物、刀具、电器这些东西一样!在这个世界中,这些刚体相互作用。它们相互接触,并且对相互的接触做出反应。例如:用刀子切开食物,并把它放到电器中。刀子切到食物了吗?可能切到了。也可能还没有。还可能这个刀子根本就不适合做这个。

PhysicsWorld相关的函数

/** Adds a joint to the physics world.*/
virtual void
addJoint(PhysicsJoint* joint);
/** Remove a joint from physics world.*/
virtual void removeJoint(PhysicsJoint* joint,bool destroy = true);
/** Remove all joints from physics world.*/
virtual void removeAllJoints(bool destroy = true);

/** Remove a body from physics world. */
virtual void removeBody(PhysicsBody* body);
/** Remove body by tag. */
virtual void removeBody(int tag);
/** Remove all bodies from physics world. */
virtual void removeAllBodies();

/** set the gravity value */
void setGravity(const Vect& gravity);

/**
* set the update rate of physics world,update rate is the value of EngineUpdateTimes/PhysicsWorldUpdateTimes.
* set it higher can improve performance,set it lower can improve accuracy of physics world simulation.
* default value is 1.0
* Note: if you setAutoStep(false),this won't work.
*/
inline void setUpdateRate(int rate) { if(rate > 0) { _updateRate = rate; } }

每一个物理世界(PhysicsWorld)都具有与之相关的属性

-重力(gravity):全局重力,应用于整个物理世界。默认值为Vec2(0.0f,-98.0f)。

-速度(speed):设定了物理世界的速度。这里,速度指的是这个模拟世界运动的一种比率。默认值为1.0。

-刷新率:设定了物理世界的刷新率,这里刷新率指的是EngineUpdateTimes/PhysicsWorldUpdateTimes的比值。

-子步(substeps):设定了物理世界中每次刷新的子步数量刷新物理世界的过程也被称为步进(stepping)。按照默认设置,物理世界会不停地进行自动刷新。这被称为“自动步进(auto stepping)”,它会自动地进行。你可以通过设定PhysicsWorld::setAutoStep(false)禁用一个物理世界的auto step,然后通过设定PhysicsWorld::step(time)来手动刷新PhysicsWorld。substeps使用比单一框架更加精确的时间增量来刷新物理世界。使用它,我们可以实现更加细致地实现对步进过程的控制,包括更加流畅的运动。

创建一个带有物理世界的场景:

auto scene=Scene::createWithPhysics();

参考:

bool Scene::initWithPhysics()
{
bool ret = false;
do
{
Director * director;
CC_BREAK_IF( ! (director = Director::getInstance()) );

this->setContentSize(director->getWinSize());
CC_BREAK_IF(! (_physicsWorld = PhysicsWorld::construct(*this)));

// success
ret = true;
} while (0);
return ret;
}

获得场景的物理世界

scene->getPhysicsWorld()

不过首先要保证:

CC_USE_PHYSICS==1.这个宏,控制物理世界的开和关。

物理刚体

物理刚体(PhyicsBody)对象具有位置(position)和速度(velocity)两个属性。可以在PhysicsBody上应用forces、movement、damping和impulses。物理刚体可以是静态的,也可以是动态的。静态的刚体在模拟世界中不会移动,看起来就像它拥有无限大的质量一样。动态的刚体则是一种完全仿真的模拟。它可以被用户手动移动,但更常见的是它们受到力的作用而移动。动态刚体可以与所有的刚体类型发生碰撞。

Cocos2d-x提供了Node::setPhysicsbody()来将物理刚体与一个节点对象关联在一起。

创建一个物理刚体

auto physicsBody = PhysicsBody::createBox(Size(65.0f,81.0f),PhysicsMaterial(0.1f,1.0f,0.0f));

physicsBody还有以下函数
static PhysicsBody* createCircle(float radius,const PhysicsMaterial& material = PHYSICSBODY_MATERIAL_DEFAULT,const Vec2& offset = Vec2::ZERO);
/** Create a body contains a Box shape. */
static PhysicsBody* createBox(const Size& size,const Vec2& offset = Vec2::ZERO);
/**
* @brief Create a body contains a polygon shape.
* points is an array of Vec2 structs defining a convex hull with a clockwise winding.
*/
static PhysicsBody* createPolygon(const Vec2* points,int count,const Vec2& offset = Vec2::ZERO);

/** Create a body contains a EdgeSegment shape. */
static PhysicsBody* createEdgeSegment(const Vec2& a,const Vec2& b,float border = 1);
/** Create a body contains a EdgeBox shape. */
static PhysicsBody* createEdgeBox(const Size& size,float border = 1,const Vec2& offset = Vec2::ZERO);
/** Create a body contains a EdgePolygon shape. */
static PhysicsBody* createEdgePolygon(const Vec2* points,float border = 1);
/** Create a body contains a EdgeChain shape. */
static PhysicsBody* createEdgeChain(const Vec2* points,float border = 1);
virtual PhysicsShape* addShape(PhysicsShape* shape,bool addMassAndMoment = true);

physicsBody->setDynamic(false);
//create a sprite
auto sprite = Sprite::create( "whiteSprite.png" );
sprite->setPosition(s_centre);
addChild(sprite);
精灵设置刚体
//apply physicsBody to the sprite
sprite->setPhysicsBody(physicsBody);
//add five dynamic bodies
for ( int i = 0; i < 5; ++i)
{
physicsBody = PhysicsBody::createBox(Size(65.0f,
PhysicsMaterial(0.1f,0.0f));
//set the body isn't affected by the physics world's gravitational force
physicsBody->setGravityEnable( false );
//set initial velocity of physicsBody
physicsBody->setVelocity(Vec2(cocos2d::random(-500,500),
cocos2d::random(-500,500)));
physicsBody->setTag(DRAG_BODYS_TAG);
sprite = Sprite::create( "blueSprite.png" );
sprite->setPosition(Vec2(s_centre.x + cocos2d::random(-300,300),
s_centre.y + cocos2d::random(-300,300)));
@H_540_404@ sprite->setPhysicsBody(physicsBody);
addChild(sprite);
}

物理调试

打开
#if CC_USE_PHYSICS
getPhysicsWorld()->setDebugDrawMask( PhysicsWorld::DEBUGDRAW_ALL);
#endif
#if CC_USE_PHYSICS
getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_NONE);
#endif


连接/关节

关节是一种把接触点联结在一起的方式。每一个关节都有一个从PhysicsJoint对象获得的定义。在两个不同的刚体之间,所有的关节都是联结在一起的。刚体可以是静态的。你可以使用joint->setCollisionEnable(false)来避免相关联的刚体相互碰撞。很多关节的定义需要你提供一些几何数据。很多情况下,关节由锚点来定义。其余的关节定义数据取决于关节的类型。

  • PhysicsJointFixed:固定关节在一个特定的点上,将两个刚体结合在了一起。如果要创建一些以后会断裂的复杂形状,固定关节是非常有用的。

  • PhysicsJointFixed* joint = PhysicsJointFixed::construct(sp1->getPhysicsBody(),sp2->getPhysicsBody(),offset);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointLimit:一种限制关节,它利用了两个刚体间最大距离,就如同两个刚体被绳子连在一起一样。

  • PhysicsJointLimit* joint = PhysicsJointLimit::construct(sp1->getPhysicsBody(),Point::ZERO,30.0f,60.0f);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointPin:针式关节可以让两个刚体独立地围绕锚点进行旋转,就如同它们被钉在一起了一样。

  • PhysicsJointPin* joint = PhysicsJointPin::construct(sp1->getPhysicsBody(),51); margin:0px; padding:0px">

    PhysicsJointDistance:设定两个刚体间的固定距离。

  • PhysicsJointDistance* joint = PhysicsJointDistance::construct(sp1->getPhysicsBody(),Point::ZERO);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointSpring:用弹簧来联结两个物理刚体

  • PhysicsJointSpring* joint = PhysicsJointSpring::construct(sp1->getPhysicsBody(),500.0f,0.3f);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointGroove:将一个刚体连到线上,另一个连到点上。

  • PhysicsJointGroove* joint = PhysicsJointGroove::construct(sp1->getPhysicsBody(),Vec2(30,15),-15),Vec2(-30,0));
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointRotarySpring:与弹簧关节相似,但是增加了自旋

  • _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1->getPhysicsBody(),Box,sp1->getPosition()));
    _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp2->getPhysicsBody(),sp2->getPosition()));
    PhysicsJointRotarySpring* joint = PhysicsJointRotarySpring::construct(sp1->getPhysicsBody(),3000.0f,51); margin:0px; padding:0px">

    PhysicsJointRotaryLimit:与限制关节相似,但是增加了自旋

  • _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1->getPhysicsBody(),sp2->getPosition()));
    PhysicsJointRotaryLimit* joint = PhysicsJointRotaryLimit::construct(sp1->getPhysicsBody(),0.0f,(float) M_PI_2);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointRatchet:与套筒扳手的工作类似

  • _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1->getPhysicsBody(),sp2->getPosition()));
    PhysicsJointRatchet* joint = PhysicsJointRatchet::construct(sp1->getPhysicsBody(),(float)M_PI_2);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointGear:使一对刚体的角速度比率保持是一个常数。

  • _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1->getPhysicsBody(),sp2->getPosition()));
    PhysicsJointGear* joint = PhysicsJointGear::construct(sp1->getPhysicsBody(),2.0f);
    _scene->getPhysicsWorld()->addJoint(joint);

  • PhysicsJointMotor:使一对刚体的相对角速度保持是一个常数。
  • _scene->getPhysicsWorld()->addJoint(PhysicsJointPin::construct(sp1->getPhysicsBody(),sp2->getPosition()));
    PhysicsJointMotor* joint = PhysicsJointMotor::construct(sp1->getPhysicsBody(),(float)M_PI_2);
    _scene->getPhysicsWorld()->addJoint(joint);


std::unordered_map<int,Node*> _mouses

bool PhysicsDemo::onTouchBegan(Touch* touch,Event* event)
{
auto location = touch->getLocation();
auto arr = _scene->getPhysicsWorld()->getShapes(location);

PhysicsBody* body = nullptr;
for (auto& obj : arr)
{
if ((obj->getBody()->getTag() & DRAG_BODYS_TAG) != 0)
{
body = obj->getBody();
break;
}
}

if (body != nullptr)
{
Node* mouse = Node::create();
mouse->setPhysicsBody(PhysicsBody::create(PHYSICS_INFINITY,PHYSICS_INFINITY));
mouse->getPhysicsBody()->setDynamic(false);
mouse->setPosition(location);
this->addChild(mouse);
PhysicsJointPin* joint = PhysicsJointPin::construct(mouse->getPhysicsBody(),body,location);
joint->setMaxForce(5000.0f * body->getMass());
_scene->getPhysicsWorld()->addJoint(joint);
_mouses.insert(std::make_pair(touch->getID(),mouse));

return true;
}

return false;
}


void PhysicsDemo::onTouchMoved(Touch* touch,Event* event)
{
auto it = _mouses.find(touch->getID());

if (it != _mouses.end())
{
it->second->setPosition(touch->getLocation());
}
}


void PhysicsDemo::onTouchEnded(Touch* touch,Event* event)
{
auto it = _mouses.find(touch->getID());

if (it != _mouses.end())
{
this->removeChild(it->second);
_mouses.erase(it);
}
}

RayCast:

/** Searches for physics shapes that intersects the ray. */
void rayCast(PhysicsRayCastCallbackFunc func,const Vec2& start,const Vec2& end,void* data);

Vec2 point3 = point2;
auto func = CC_CALLBACK_3(PhysicsDemoRayCast::anyRay,this);
_scene->getPhysicsWorld()->rayCast(func,point1,point2,&point3);

_node->drawSegment(point1,point3,1,STATIC_COLOR);


contact:

auto contactListener = EventListenerPhysicsContact::create(); contactListener->onContactBegin = CC_CALLBACK_1(PhysicsContactTest::onContactBegin,this); _eventDispatcher->addEventListenerWithSceneGraPHPriority(contactListener,this);

原文链接:https://www.f2er.com/cocos2dx/343155.html

猜你在找的Cocos2d-x相关文章