cocos2d-x节点(b2Island.h)API

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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,contentjoints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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