cocos2d-x节点(b2Island.h)API
2013-11-28 21:23
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温馨提醒:为了大家能更好学习,强烈推荐大家看看本人的这篇博客 Cocos2d-X权威指南笔记
添加 body,content、joints令物体失重
cocos2d-x节点(b2Island.h)API
温馨提醒:为了大家能更好学习,强烈推荐大家看看本人的这篇博客 Cocos2d-X权威指南笔记添加 body,content、joints令物体失重
///cocos2d-x-3.0alpha0/external/Box2D/Dynamics //添加 body,content、joints 令物体失重 #ifndef B2_ISLAND_H #define B2_ISLAND_H #include <Box2D/Common/b2Math.h> #include <Box2D/Dynamics/b2Body.h> #include <Box2D/Dynamics/b2TimeStep.h> class b2Contact; class b2Joint; class b2StackAllocator; class b2ContactListener; struct b2ContactVelocityConstraint; struct b2Profile; /// 这是一个内部的类。 class b2Island { public: b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity, b2StackAllocator* allocator, b2ContactListener* listener); ~b2Island(); void Clear() { m_bodyCount = 0; m_contactCount = 0; m_jointCount = 0; } //solve 方法应用的好的话可以令物体失重 void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep); void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB); void Add(b2Body* body) { b2Assert(m_bodyCount < m_bodyCapacity); body->m_islandIndex = m_bodyCount; m_bodies[m_bodyCount] = body; ++m_bodyCount; } void Add(b2Contact* contact) { b2Assert(m_contactCount < m_contactCapacity); m_contacts[m_contactCount++] = contact; } void Add(b2Joint* joint) { b2Assert(m_jointCount < m_jointCapacity); m_joints[m_jointCount++] = joint; } void Report(const b2ContactVelocityConstraint* constraints); b2StackAllocator* m_allocator; b2ContactListener* m_listener; b2Body** m_bodies; b2Contact** m_contacts; b2Joint** m_joints; b2Position* m_positions; b2Velocity* m_velocities; int32 m_bodyCount; int32 m_jointCount; int32 m_contactCount; int32 m_bodyCapacity; int32 m_contactCapacity; int32 m_jointCapacity; }; #endif
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