1.物理空间初始化
CC_ENABLE_CHIPMUNK_INTEGRATION 这个宏要在预编译的时候设置为1,默认已经设置好了,cpSpaceNew 创建一个物理空间,通过cpSpaceAddCollisionHandler设定碰撞的回调函数,同事指定哪两个类型的sprite的可以产生碰撞。
- void GameLayer::initPhysics()
- {
- #if CC_ENABLE_CHIPMUNK_INTEGRATION
-
- //创建一个物理空间
- m_pSpace = cpSpaceNew();
- //设定空间的加速度,xy方向都是0,没有重力影响
- m_pSpace->gravity = cpv(0, 0);
-
- CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
-
- m_pWalls[0] = cpSegmentShapeNew( m_pSpace->staticBody,
- cpv(pEGLView->getVisibleOrigin().x,pEGLView->getVisibleOrigin().y - pEGLView->getVisibleSize().height),
- cpv(pEGLView->getVisibleOrigin().x + pEGLView->getVisibleSize().width,
- <span> </span>pEGLView->getVisibleOrigin().y - pEGLView->getVisibleSize().height),
- 2.0f);
-
- // top
- m_pWalls[1] = cpSegmentShapeNew( m_pSpace->staticBody,
- cpv(pEGLView->getVisibleOrigin().x,pEGLView->getVisibleOrigin().y + pEGLView->getVisibleSize().height * 2),
- cpv(pEGLView->getVisibleOrigin().x + pEGLView->getVisibleSize().width,
- <span> </span>pEGLView->getVisibleOrigin().y + pEGLView->getVisibleSize().height * 2),
- 2.0f);
-
- for( int i=0;i<2;i++) {
- m_pWalls[i]->e = 1.0f;
- m_pWalls[i]->u = 1.0f;
- //设定碰撞类型标识
- m_pWalls[i]->collision_type=COLLISIONTYPE_WALL;
- m_pWalls[i]->group = CP_GROUP_WALL;
- //添加墙体到物理空间
- cpSpaceAddStaticShape(m_pSpace, m_pWalls[i] );
- }
- …
- //子弹和敌机 设置碰撞的回调函数 EnemyCollision
- cpSpaceAddCollisionHandler(m_pSpace,COLLISIONTYPE_ENEMY,COLLISIONTYPE_BULLET,EnemyCollision,NULL,NULL,NULL,NULL);
- …
-
- // Physics debug layer
- // m_pDebugLayer = CCPhysicsDebugNode::create(m_pSpace);
- // this->addChild(m_pDebugLayer, Z_PHYSICS_DEBUG);
- #endif
-
- }
2.刚体创建过程
cpBodyNew创建刚体,cpPolyShapeNew创建形状,分别通过cpSpaceAddBody和cpSpaceAddShape加入到空间里,body和shape是有关联的,通过shape可以找到对应关联body,但是不能通过body找到对应的shape,没找到对应的关系,哪位知道,麻烦告知。我是通过一个 map记录了他们的对应关系,以便在需要的时候使用,就是sp_sh一个sprite到shape的指针映射。
- bool GameLayer::assembleCPSprite(CCSprite* sprite, CCPoint &pos, cpCollisionType
-
- collision_type, cpGroup group, bool isplane, cpBodyPositionFunc position_func)
- {
- #if CC_ENABLE_CHIPMUNK_INTEGRATION
- CCSize spriteSize=sprite->getContentSize() * sprite->getScale();
- int num = 4, length = 0;
- if (isplane)
- length = spriteSize.width/5;
- else
- length = spriteSize.width/3;
- cpVect verts[] = {
- cpv(0-length,0-length),
- cpv(0-length, length),
- cpv(length, length),
- cpv(length,0-length),
- };
- cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero));
- body->p = cpv(pos.x, pos.y);
- body->data = (void *)sprite;
- if(position_func)
- body->position_func = position_func;
- cpSpaceAddBody(m_pSpace, body);//创建刚体
- cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
- shape->e = 0.5f; shape->u = 0.5f;
- shape->collision_type=collision_type;
- shape->group = group;
- shape->data=sprite;
- cpSpaceAddShape(m_pSpace, shape);
- ((CCPhysicsSprite*)sprite)->setCPBody(body);
- #endif
- //设置位置一定要在setCPBody(body)之后
- sprite->setPosition(pos);
- sp_sh.insert(std::make_pair(sprite, shape));
- return true;
- }
3.回调函数
通过CP_ARBITER_GET_SHAPES获得了两个刚体的shape,然后通过cpSpaceAddPostStepCallback设置回调函数postStepRemove,把shape传进去,这样就能找到对应的body,已经对应的sprite,进行分别消除。。。这个地方如果传入的是 body,就无法找到shape了…
- int GameLayer::EnemyCollision(cpArbiter *arb, cpSpace *space, void *data)
- {
- #if CC_ENABLE_CHIPMUNK_INTEGRATION
- //获取碰撞的shape,a代表用cpSpaceAddCollisionHandler添加碰撞回调时的碰撞对象类型a,b亦然
- CP_ARBITER_GET_SHAPES(arb, a, b);
- //设置物理空间在结束当前动作时的回调函数,用于安全释放对象,此调用只会在完成当前动作后调用一次
- cpSpaceAddPostStepCallback(space,(cpPostStepFunc)postStepRemove,a,NULL);
- cpSpaceAddPostStepCallback(space,(cpPostStepFunc)postStepRemove,b,NULL);
- #endif
- //返回值为false时,碰撞对象会只在初次碰撞时执行回调函数,两个碰撞对象会重叠在一起
- return true;
- }
4.刚体销毁
销毁要注意顺序,顺序不对,可能会程序崩溃还有并不是什么时候都可以销毁的,一定要在结束当前动作时销毁,不然会有各种锁的问题导致程序崩溃,试试就知道了
- void GameLayer::postStepRemove(cpSpace *space, cpShape *shape, void *unused)
- {
- CCPhysicsSprite *sprite = (CCPhysicsSprite*)shape->data;
-
- //释放碰撞的对象,这里释放时要注意顺序
- //先释放形状
- cpSpaceRemoveShape(space, shape);
- cpShapeFree(shape);
- //释放刚体
- cpSpaceRemoveBody(space, sprite->getCPBody());
- cpBodyFree(sprite->getCPBody());
-
- //移除精灵
- sprite->removeFromParentAndCleanup(true);
- sp_sh.erase(sprite);
- }
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