void HelloWorld::addNewSpriteAtPosition(Vec2 p)
{
log("Add sprite %0.2f x %02.f",p.x,p.y);
//创建物理引擎精灵对象A
auto spriteA = Sprite::create("BoxA2.png"); ①
spriteA->setPosition(p);
this->addChild(spriteA);
// 动态物体A定义
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(p.x/PTM_RATIO, p.y/PTM_RATIO);
b2Body *bodyA = world->CreateBody(&bodyDef);
bodyA->SetUserData(spriteA); ②
//创建物理引擎精灵对象B
auto spriteB = Sprite::create("BoxB2.png"); ③
spriteB->setPosition(p + Vec2(100, -100)); ④
this->addChild(spriteB);
// 动态物体B定义
bodyDef.type = b2_dynamicBody;
Vec2 posB = spriteB->getPosition();
bodyDef.position.Set(posB.x/PTM_RATIO , posB.y /PTM_RATIO); ⑤
b2Body *bodyB = world->CreateBody(&bodyDef);
bodyB->SetUserData(spriteB); ⑥
// 定义2米见方的盒子形状
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(1, 1);
// 动态物体夹具定义
b2FixtureDef fixtureDef;
//设置夹具的形状
fixtureDef.shape = &dynamicBox;
//设置密度
fixtureDef.density = 1.0f;
//设置摩擦系数
fixtureDef.friction = 0.3f;
//使用夹具固定形状到物体上
bodyA->CreateFixture(&fixtureDef); ⑦
bodyB->CreateFixture(&fixtureDef); ⑧
// 距离关节定义
b2DistanceJointDef jointDef; ⑨
jointDef.Initialize(bodyA, bodyB, bodyA->GetWorldCenter(),
bodyB->GetWorldCenter()); ⑩
jointDef.collideConnected = true; ?
bodyA->GetWorld()->CreateJoint(&jointDef); ?
}这些关节定义初始化的时候参数都各不相同,但是参数都是比较类似的。此外,除了上面列出的关节外,还有一些其它的关节,这关节不是很常用,这里不再一一介绍了。
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原文:http://blog.csdn.net/tonny_guan/article/details/39936215