/
#ifndef __CCCOLLIDERDETECTOR_H__
#define __CCCOLLIDERDETECTOR_H__
#include "cocostudio/CCArmatureDefine.h"
#include "cocostudio/CCDatas.h"
#ifndef PT_RATIO
#define PT_RATIO 32
#endif
#if ENABLE_PHYSICS_CHIPMUNK_DETECT
#include "chipmunk.h"
#elif ENABLE_PHYSICS_BOX2D_DETECT
#include "Box2D/Box2D.h"
#endif
namespace cocostudio {
class Bone;
/**
* @js NA
* @lua NA
*/
class ColliderFilter
{
public:
virtual ~ColliderFilter() { }
#if ENABLE_PHYSICS_BOX2D_DETECT
public:
ColliderFilter(uint16 categoryBits = 0x0001, uint16 maskBits = 0xFFFF, int16 groupIndex = 0);
void updateShape(b2Fixture *fixture);
virtual void setCategoryBits(uint16 categoryBits) { _categoryBits = categoryBits; }
virtual uint16 getCategoryBits() const { return _categoryBits; }
virtual void setMaskBits(uint16 maskBits) { _maskBits = maskBits; }
virtual uint16 getMaskBits() const { return _maskBits; }
virtual void setGroupIndex(int16 groupIndex) { _groupIndex = groupIndex; }
virtual int16 getGroupIndex() const { return _groupIndex; }
protected:
uint16 _categoryBits;
uint16 _maskBits;
int16 _groupIndex;
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
public:
ColliderFilter(cpCollisionType collisionType = 0, cpGroup group = 0);
void updateShape(cpShape *shape);
virtual void setCollisionType(cpCollisionType collisionType) { _collisionType = collisionType; }
virtual cpCollisionType getCollisionType() const { return _collisionType; }
virtual void setGroup(cpGroup group) { _group = group; }
virtual cpGroup getGroup() const { return _group; }
protected:
cpCollisionType _collisionType;
cpGroup _group;
#endif
};
//碰撞框 class ColliderBody : public cocos2d::Ref { public: ColliderBody(ContourData *contourData); ~ColliderBody(); inline ContourData *getContourData() { return _contourData; } #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT void setColliderFilter(ColliderFilter *filter); ColliderFilter *getColliderFilter(); #endif #if ENABLE_PHYSICS_BOX2D_DETECT virtual void setB2Fixture(b2Fixture *fixture) { _fixture = fixture; } virtual b2Fixture *getB2Fixture() const { return _fixture; } #elif ENABLE_PHYSICS_CHIPMUNK_DETECT virtual void setShape(cpShape *shape) { _shape = shape; } virtual cpShape *getShape() const { return _shape; } #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX virtual const std::vector<cocos2d::Point> &getCalculatedVertexList() const { return _calculatedVertexList; } #endif private: #if ENABLE_PHYSICS_BOX2D_DETECT b2Fixture *_fixture; ColliderFilter *_filter; #elif ENABLE_PHYSICS_CHIPMUNK_DETECT cpShape *_shape; ColliderFilter *_filter; #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX std::vector<cocos2d::Point> _calculatedVertexList;//所有顶点 #endif ContourData *_contourData;//轮廓数据 friend class ColliderDetector; }; /* * @brief ContourSprite used to draw the contour of the display * @js NA * @lua NA */ class ColliderDetector : public cocos2d::Ref { public: static ColliderDetector *create(); static ColliderDetector *create(Bone *bone); public: /** * @js ctor */ ColliderDetector(); /** * @js NA * @lua NA */ ~ColliderDetector(void); virtual bool init(); virtual bool init(Bone *bone); void addContourData(ContourData *contourData);//手动添加 一个 轮廓顶点信息数据 void addContourDataList(cocos2d::Vector<ContourData*> &contourDataList);//手动添加 一组 轮廓顶点信息数据 void removeContourData(ContourData *contourData);//手动移除 一个 轮廓顶点信息数据 void removeAll();//手动添加 所有 轮廓顶点信息数据 void updateTransform(kmMat4 &t);//旋转更新 void setActive(bool active);//设置激活状态 bool getActive(); const cocos2d::Vector<ColliderBody*>& getColliderBodyList();//得到所有轮廓框信息 #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT virtual void setColliderFilter(ColliderFilter *filter); virtual ColliderFilter *getColliderFilter(); #endif virtual void setBone(Bone *bone) { _bone = bone; } virtual Bone *getBone() const { return _bone; } #if ENABLE_PHYSICS_BOX2D_DETECT virtual void setBody(b2Body *body); virtual b2Body *getBody() const; #elif ENABLE_PHYSICS_CHIPMUNK_DETECT virtual void setBody(cpBody *body); virtual cpBody *getBody() const; #endif protected: cocos2d::Vector<ColliderBody*> _colliderBodyList;//碰撞body Bone *_bone;//骨骼 #if ENABLE_PHYSICS_BOX2D_DETECT b2Body *_body; ColliderFilter *_filter; #elif ENABLE_PHYSICS_CHIPMUNK_DETECT cpBody *_body; ColliderFilter *_filter; #endif protected: bool _active;//是否激活 }; } #endif /*__CCCOLLIDERDETECTOR_H__*/
class TestColliderDetector : public ArmatureTestLayer { public: ~TestColliderDetector(); virtual void onEnter() override; virtual std::string title() const override; virtual void update(float delta); virtual void draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) override; void onDraw(const kmMat4 &transform, bool transformUpdated); void onFrameEvent(cocostudio::Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex); void initWorld() {}; cocostudio::Armature *armature; cocostudio::Armature *armature2; CustomCommand _customCommand; //new render needed this for drawing primitives cocos2d::Sprite *bullet; };
void TestColliderDetector::update(float delta) { armature2->setVisible(true); // // CCNode中两个个方法方法: // getContentSize用来获得节点原始大小。返回CGSize类型 // getBoundingBox获得节点当前大小,即如果经过缩放那么就是缩放后的大小。返回CGRect类型。 // 有个问题最近才遇到,父精灵进行缩放处理,会对子精灵进行标记(boolean值),在实际绘制过程中会影响子精灵显示大小,但并不改变子精灵的getBoundingBox所获得的值,也就是只有直接setscale才会影响getBoundingBox数值。 // CCSprite中有个方法: // getTextureRect返回精灵纹理大小,返回CGRect类型,并且是原始纹理大小,无关缩放。在一般情况下和getContentSize作用一样,但如果用TP处理过,还回值是实际纹理大小,留白部分会去除。这个在碰撞检测过程中经常用到。 Rect rect = bullet->getBoundingBox(); // This code is just telling how to get the vertex. // For a more accurate collider detection, you need to implemente yourself. const Map<std::string, Bone*>& map = armature2->getBoneDic();//得到骨骼字典 for(const auto& element : map)//遍历字典 { Bone *bone = element.second; ColliderDetector *detector = bone->getColliderDetector(); if (!detector)//如否没有碰撞 跳过 继续遍历 continue; //得到碰撞框列表 const cocos2d::Vector<ColliderBody*>& bodyList = detector->getColliderBodyList(); for (const auto& object : bodyList) { //得到一个碰撞框 ColliderBody *body = static_cast<ColliderBody*>(object); //一个碰撞框包含的所有顶点 const std::vector<Point> &vertexList = body->getCalculatedVertexList(); float minx = 0, miny = 0, maxx = 0, maxy = 0; int length = (int)vertexList.size();//顶点个数 for (int i = 0; i<length; i++) { Point vertex = vertexList.at(i); if (i == 0) { minx = maxx = vertex.x;//起点和终点 是 第一个点 miny = maxy = vertex.y; } else//遍历所有点 得到4个最值 { minx = vertex.x < minx ? vertex.x : minx; miny = vertex.y < miny ? vertex.y : miny; maxx = vertex.x > maxx ? vertex.x : maxx; maxy = vertex.y > maxy ? vertex.y : maxy; }
} Rect temp = Rect(minx, miny, maxx - minx, maxy - miny);//组成一个包含所有顶点的矩形 if (temp.intersectsRect(rect)) { //子弹矩形在碰撞区域内 碰撞框不可见 armature2->setVisible(false); } } } } void TestColliderDetector::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(TestColliderDetector::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void TestColliderDetector::onDraw(const kmMat4 &transform, bool transformUpdated) { kmGLPushMatrix(); kmGLLoadMatrix(&transform); armature2->drawContour(); kmGLPopMatrix(); }TestColliderDetector::~TestColliderDetector() { } void TestColliderDetector::onEnter() { ArmatureTestLayer::onEnter(); scheduleUpdate(); armature = Armature::create("Cowboy"); armature->getAnimation()->play("FireWithoutBullet"); armature->getAnimation()->setSpeedScale(0.2f); armature->setScaleX(-0.2f); armature->setScaleY(0.2f); armature->setPosition(Point(VisibleRect::left().x + 70, VisibleRect::left().y)); /* * Set armature's frame event callback function * To disconnect this event, just setFrameEventCallFunc(nullptr); */ armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_0(TestColliderDetector::onFrameEvent, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3, std::placeholders::_4)); addChild(armature); armature2 = Armature::create("Cowboy"); armature2->getAnimation()->play("Walk"); armature2->setScaleX(-0.2f); armature2->setScaleY(0.2f); armature2->setPosition(Point(VisibleRect::right().x - 60, VisibleRect::left().y)); addChild(armature2); #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT bullet = cocos2d::extension::PhysicsSprite::createWithSpriteFrameName("25.png"); #elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX bullet = Sprite::createWithSpriteFrameName("25.png"); #endif addChild(bullet); initWorld(); } std::string TestColliderDetector::title() const { return "Test Collider Detector"; } void TestColliderDetector::onFrameEvent(Bone *bone, const std::string& evt, int originFrameIndex, int currentFrameIndex) { CCLOG("(%s) emit a frame event (%s) at frame index (%d).", bone->getName().c_str(), evt.c_str(), currentFrameIndex); /* * originFrameIndex is the frame index editted in Action Editor * currentFrameIndex is the current index animation played to * frame event may be delay emit, so originFrameIndex may be different from currentFrameIndex. */ Point p = armature->getBone("Layer126")->getDisplayRenderNode()->convertToWorldSpaceAR(Point(0, 0)); bullet->setPosition(Point(p.x + 60, p.y)); bullet->stopAllActions(); bullet->runAction(CCMoveBy::create(1.5f, Point(350, 0))); }参考原地址:http://www.tuicool.com/articles/bUz6BrM