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Cocos2d-x3.3 Physics物理引擎模块解决了刚体穿透问题

2015-03-01 13:39 405 查看
void PhysicsFixedUpdate::onEnter()

{

PhysicsDemo::onEnter();

_scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);

_scene->getPhysicsWorld()->setGravity(Point::ZERO);

// wall

auto wall = Node::create();

wall->setPhysicsBody(PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size, PhysicsMaterial(0.1f, 1, 0.0f)));

wall->setPosition(VisibleRect::center());

this->addChild(wall);

addBall();

scheduleOnce(schedule_selector(PhysicsFixedUpdate::updateStart), 2);

}

void PhysicsFixedUpdate::addBall()

{

auto ball = Sprite::create("Images/ball.png");

ball->setPosition(100, 100);

ball->setPhysicsBody(PhysicsBody::createCircle(ball->getContentSize().width/2, PhysicsMaterial(0.1f, 1, 0.0f)));

ball->getPhysicsBody()->setTag(DRAG_BODYS_TAG);

ball->getPhysicsBody()->setVelocity(Point(1000, 20));

this->addChild(ball);

}

void PhysicsFixedUpdate::updateStart(float delta)

{

addBall();

//重点在这里

_scene->getPhysicsWorld()->setAutoStep(false);

scheduleUpdate();

}

void PhysicsFixedUpdate::update(float delta)

{

// use fixed time and calculate 3 times per frame makes physics simulate more precisely.

//这里表示先走3步瞧瞧 如果fps是1/60 三个setp就是1/180

for (int i = 0; i < 3; ++i)

{

_scene->getPhysicsWorld()->step(1/180.0f);

}

}
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