今天我们来看看如何通过拖拽移动一个物体
拖移物体需要用到box2d中的b2MouseJoint
首先我们在touchbegan方法中为我们点击到的物体创建b2MouseJoint对象,那么问题来了,我们如何获取点击到的物体呢?
box2d为我们提供了相关方法,即AABB(axis-aligned bounding box ),原理为:首先,我们点击位置的四边加上了1-point的边,这样我们点击的位置变成了一个小方块;之后,以某个形状的物体做个长方形,看看我们点击的位置是否在这个长方形里面。如图:
如果在,那么调用callback对象,这个callback对象是我们自己写的,可以通过TestPoint看看点击的位置是否的确在AABB找出的物体上,如果在,那么我们就获取到了点击的物体。上图可以发现其实我们并没有点到那个黑色的物体上,所以TestPoint会返回false。如果同时点到了多个物体,只返回第一个被发现的。
之后是touch began代码,我们可以看到b2MouseJoint如何被创建的:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView:touch.view]; location = [[CCDirector sharedDirector] convertToGL:location]; location = [self convertToNodeSpace:location]; b2Vec2 b2Location = b2Vec2(location.x / PTM_RATIO, location.y / PTM_RATIO); b2AABB aabb; b2Vec2 delta = b2Vec2(1.0 / PTM_RATIO, 1.0 / PTM_RATIO); aabb.upperBound = b2Location + delta; aabb.lowerBound = b2Location - delta; SimpleQueryCallback callback(b2Location); world->QueryAABB(&callback, aabb); if (callback.fixtureFound) { b2Body *body = callback.fixtureFound->GetBody(); CCSprite *sprite = (CCSprite *)body->GetUserData(); if (sprite == nil) { return; } b2MouseJointDef mouseJointDef; mouseJointDef.bodyA = groundBody; mouseJointDef.bodyB = body; mouseJointDef.target = b2Location; mouseJointDef.maxForce = 1000 * body->GetMass(); mouseJointDef.collideConnected = true; mouseJoint = (b2MouseJoint *) world->CreateJoint(&mouseJointDef); body->SetAwake(true); } else { [self addNewSpriteWithCoords: location]; } } }其中bodyA一般会指定固定的body,bodyB指定你想移动的body,target为你要移动到哪里,maxForce越大,拖动速度越快,collideConnected为true时bodyA和bodyB会相撞。
SimpleQueryCallback是我们自己写的一个类:
class SimpleQueryCallback : public b2QueryCallback { public: b2Vec2 pointToTest; b2Fixture * fixtureFound; SimpleQueryCallback(const b2Vec2& point) { pointToTest = point; fixtureFound = NULL; } bool ReportFixture(b2Fixture* fixture) { b2Body* body = fixture->GetBody(); if (body->GetType() == b2_dynamicBody) { if (fixture->TestPoint(pointToTest)) { fixtureFound = fixture; return false; } } return true; } };
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView:touch.view]; location = [[CCDirector sharedDirector] convertToGL:location]; location = [self convertToNodeSpace:location]; b2Vec2 b2Location = b2Vec2(location.x / PTM_RATIO, location.y / PTM_RATIO); if (mouseJoint) { mouseJoint->SetTarget(b2Location); } } } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { //Add a new body/atlas sprite at the touched location for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; // [self addNewSpriteWithCoords: location]; if (mouseJoint) { world->DestroyJoint(mouseJoint); mouseJoint = NULL; } } }