本文整理汇总了C++中PhysicsBody::getAngularVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsBody::getAngularVelocity方法的具体用法?C++ PhysicsBody::getAngularVelocity怎么用?C++ PhysicsBody::getAngularVelocity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PhysicsBody
的用法示例。
在下文中一共展示了PhysicsBody::getAngularVelocity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: hitMeFire
void HitMeScene::hitMeFire(Ref* sender)
{
Point velocity_delta = Point(CCRANDOM_0_1(), CCRANDOM_0_1()) * 300;
velocity_delta = (CCRANDOM_0_1() < 0.5f)? velocity_delta : -velocity_delta;
PhysicsBody* body = _hitItem->getPhysicsBody();
body->setVelocity(body->getVelocity() + velocity_delta);
body->setAngularVelocity(body->getAngularVelocity() + 5.0f * CCRANDOM_0_1());
}
示例2: clipPoly
void FruitCutNinjaScene::clipPoly(PhysicsShapePolygon* shape, Point normal, float distance)
{
PhysicsBody* body = shape->getBody();
int count = shape->getPointsCount();
int pointsCount = 0;
Point* points = new Point[count + 1];
Vector2dVector vcPoints;
vcPoints.clear();
Vector2d v2Point(0, 0);
for (int i=0, j=count-1; i<count; j=i, ++i)
{
Point a = body->local2World(shape->getPoint(j));
float aDist = a.dot(normal) - distance;
if (aDist < 0.0f)
{
points[pointsCount] = a;
++pointsCount;
}
Point b = body->local2World(shape->getPoint(i));
float bDist = b.dot(normal) - distance;
if (aDist*bDist < 0.0f)
{
float t = std::fabs(aDist)/(std::fabs(aDist) + std::fabs(bDist));
Vec2 v2Tmp = a.lerp(b, t);
points[pointsCount] = v2Tmp;
++pointsCount;
}
}
Point center = PhysicsShape::getPolyonCenter(points, pointsCount);
for (int i = 0; i < pointsCount; i++)
{
points[i] = body->world2Local(points[i]);
vcPoints.push_back(Vector2d(points[i].x, points[i].y));
}
PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount);
PRFilledPolygon* pNode = (PRFilledPolygon*)(body->getNode());
std::string sName = pNode->getTextureName();
//auto texture = Director::getInstance()->getTextureCache()->addImage("pineapple.png");
PRFilledPolygon *filledPolygon = PRFilledPolygon::filledPolygonWithPointsAndTexture(vcPoints, sName.c_str());
filledPolygon->setPhysicsBody(polyon);
filledPolygon->setPosition(body->getPosition() + normal * -40);
filledPolygon->getPhysicsBody()->setTag(_sliceTag);
filledPolygon->getPhysicsBody()->setGravityEnable(false);
polyon->setVelocity(body->getVelocityAtWorldPoint(center));
polyon->setAngularVelocity(body->getAngularVelocity());
polyon->setTag(_sliceTag);
//polyon->applyImpulse(normal * -100);
addChild(filledPolygon, 80);
/*
CPolygonSprite* pSprite = CPolygonSprite::create();
pSprite->initWithFile("pineapple.png", polyon, false);
pSprite->setPosition(body->getPosition());
polyon->setTag(_sliceTag);
addChild(pSprite);
*/
/*
Node* node = Node::create();
PhysicsBody* polyon = PhysicsBody::createPolygon(points, pointsCount, PHYSICSBODY_MATERIAL_DEFAULT, -center);
node->setPosition(center);
node->setPhysicsBody(polyon);
polyon->setVelocity(body->getVelocityAtWorldPoint(center));
polyon->setAngularVelocity(body->getAngularVelocity());
polyon->setTag(_sliceTag);
addChild(node);
*/
delete[] points;
}