cocos2d-x节点(CCPhysicsWorld.h)API

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cocos2d-x节点(CCPhysicsWorld.h)API

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//添加移除物理世界关联

///cocos2d-x-3.0alpha0/cocos2dx/physics
//添加移除物理世界关联


#include "CCPhysicsSetting.h"
#ifdef CC_USE_PHYSICS

#ifndef __CCPHYSICS_WORLD_H__
#define __CCPHYSICS_WORLD_H__

#include "cocoa/CCObject.h"
#include "cocoa/CCGeometry.h"


#if (CC_PHYSICS_ENGINE == CC_PHYSICS_CHIPMUNK)
typedef struct cpArbiter cpArbiter;
typedef struct cpSpace cpSpace;
#endif

NS_CC_BEGIN

class PhysicsBody;
class PhysicsJoint;
class PhysicsWorldInfo;
class PhysicsShape;
class PhysicsContact;
class PhysicsContactPreSolve;
class PhysicsContactPostSolve;
class PhysicsContactListener;
class Array;

class Sprite;
class Scene;
class DrawNode;

/** 
 * @brief 一个PhysicsWorld对象模拟碰撞等物理属性. 你不应该直接创建 PhysicsWorld 对象; 相反,你可以从一个 Scene 对象里面得到它.
 */
class PhysicsWorld
{
public:
    /** 添加一个物理世界的关联.*/
    void addJoint(PhysicsJoint* joint);
    /** 移除一个物理世界的关联.*/
    void removeJoint(PhysicsJoint* joint);
    /** 移除所有物理世界的关联.*/
    void removeAllJoints();
    
    Array* getBodysAlongRay(Point start, Point end) const;
    Array* getBodysAtPoint(Point point) const;
    Array* getBodysInRect(Rect rect) const;
    Array* getAllBody() const;
    
    /** 注册一个侦听器接收联系回调*/
    inline void registerContactListener(PhysicsContactListener* delegate) { _listener = delegate; }
    /** 注销一个监听器. */
    inline void unregisterContactListener() { _listener = nullptr; }
    
    /** get 重力值 */
    inline Point getGravity() { return _gravity; }
    /** set 重力值 */
    void setGravity(Point gravity);
    
    /** 启用测试调试 draw */
    inline bool isDebugDraw() { return _debugDraw; }
    /** 设置调试 draw */
    inline void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; }
    
protected:
    static PhysicsWorld* create();
    bool init();
    
    void setScene(Scene* scene);
    
    virtual void addChild(PhysicsBody* body);
    virtual void addShape(PhysicsShape* shape);
    virtual void update(float delta);
    
    virtual void debugDraw();
    virtual void drawWithShape(DrawNode* node, PhysicsShape* shape);
    
    
    virtual int collisionBeginCallback(const PhysicsContact& contact);
    virtual int collisionPreSolveCallback(const PhysicsContact& contact, const PhysicsContactPreSolve& solve);
    virtual void collisionPostSolveCallback(const PhysicsContact& contact, const PhysicsContactPostSolve& solve);
    virtual void collisionSeparateCallback(const PhysicsContact& contact);
    
#if (CC_PHYSICS_ENGINE == CC_PHYSICS_CHIPMUNK)
    static int collisionBeginCallbackFunc(cpArbiter *arb, struct cpSpace *space, void *data);
    static int collisionPreSolveCallbackFunc(cpArbiter *arb, cpSpace *space, void *data);
    static void collisionPostSolveCallbackFunc(cpArbiter *arb, cpSpace *space, void *data);
    static void collisionSeparateCallbackFunc(cpArbiter *arb, cpSpace *space, void *data);
#endif
    
protected:
    Point _gravity;
    float _speed;
    PhysicsWorldInfo* _info;
    PhysicsContactListener* _listener;
    
    
    Array* _bodys;
    Scene* _scene;
    
    bool _debugDraw;
    DrawNode* _drawNode;
    
protected:
    PhysicsWorld();
    virtual ~PhysicsWorld();
    
    friend class Sprite; 
    friend class Scene;
    friend class PhysicsBody;
};

NS_CC_END

#endif // __CCPHYSICS_WORLD_H__

#endif // CC_USE_PHYSICS


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