本文整理汇总了C++中Fixture::GetType方法的典型用法代码示例。如果您正苦于以下问题:C++ Fixture::GetType方法的具体用法?C++ Fixture::GetType怎么用?C++ Fixture::GetType使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Fixture
的用法示例。
在下文中一共展示了Fixture::GetType方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Destroy
void Contact::Destroy(Contact* contact, BlockAllocator* allocator)
{
assert(s_initialized == true);
Fixture* fixtureA = contact->m_fixtureA;
Fixture* fixtureB = contact->m_fixtureB;
if (contact->m_manifold.pointCount > 0 &&
fixtureA->IsSensor() == false &&
fixtureB->IsSensor() == false)
{
fixtureA->GetBody()->SetAwake(true);
fixtureB->GetBody()->SetAwake(true);
}
Shape::Type typeA = fixtureA->GetType();
Shape::Type typeB = fixtureB->GetType();
assert(0 <= typeA && typeB < Shape::e_typeCount);
assert(0 <= typeA && typeB < Shape::e_typeCount);
ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
destroyFcn(contact, allocator);
}
示例2: Draw
void Graphics::Draw(Renderer *renderer)
{
Fixture *fixture = owner->body.GetFixtureList();
while ( fixture )
{
if(visible)
{
if ( fixture->GetType() == eCircle )
{
renderer->DrawTexturedQuad(
texture,
owner->body.GetPosition() + static_cast<Circle*>(fixture->GetShape())->localPos,
static_cast<Circle*>(fixture->GetShape())->radius * 2.0f,
static_cast<Circle*>(fixture->GetShape())->radius * 2.0f,
angle,
Vector2(0.0f, 0.0f), //owner->body.GetPosition() + static_cast<Circle*>(fixture->GetShape())->localPos,
flipX,
flipY,
color
);
}
else if ( fixture->GetType() == eAABox )
{
Vector2 minExt = static_cast<AABox*>(fixture->GetShape())->minExt;
Vector2 maxExt = static_cast<AABox*>(fixture->GetShape())->maxExt;
Vector2 boxSize = maxExt - minExt;
renderer->DrawTexturedQuad(
texture,
owner->body.GetPosition() + boxSize/2.0f,
boxSize.x,
boxSize.y,
0.0f,
owner->body.GetPosition() + boxSize/2.0f,
flipX,
flipY,
color
);
}
else if ( fixture->GetType() == eCapsule )
{
Vector2 pos0 = static_cast<Capsule*>(fixture->GetShape())->localPos0 + owner->body.GetPosition();
Vector2 pos1 = static_cast<Capsule*>(fixture->GetShape())->localPos1 + owner->body.GetPosition();
float radius = static_cast<Capsule*>(fixture->GetShape())->radius;
Vector2 normal = normalize(pos1-pos0);
Vector2 tangent = Vector2(-normal.y, normal.x);
Vector2 verts[4];
verts[0] = pos0 - normal * radius - tangent * radius;
verts[1] = pos1 + normal * radius - tangent * radius;
verts[2] = pos1 + normal * radius + tangent * radius;
verts[3] = pos0 - normal * radius + tangent * radius;
Vector2 texCoords[4];
if ( !flipX )
{
texCoords[0] = Vector2(0.0f, 0.0f);
texCoords[1] = Vector2(1.0f, 0.0f);
texCoords[2] = Vector2(1.0f, 1.0f);
texCoords[3] = Vector2(0.0f, 1.0f);
}
else
{
texCoords[2] = Vector2(0.0f, 0.0f);
texCoords[0] = Vector2(1.0f, 0.0f);
texCoords[1] = Vector2(1.0f, 1.0f);
texCoords[3] = Vector2(0.0f, 1.0f);
}
glColor4f(color.r, color.g, color.b, color.a);
renderer->DrawTexturedQuad(texture, verts, texCoords);
}
}
if ( drawShape )
{
fixture->GetShape()->Draw(*renderer, owner->body.GetPosition());
}
fixture = fixture->GetNext();
}
}