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C++ b2World::CreateBody方法代码示例

本文整理汇总了C++中b2World::CreateBody方法的典型用法代码示例。如果您正苦于以下问题:C++ b2World::CreateBody方法的具体用法?C++ b2World::CreateBody怎么用?C++ b2World::CreateBody使用的例子?那么恭喜您, 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b2World的用法示例。


在下文中一共展示了b2World::CreateBody方法的15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: createWorld

    void createWorld (b2World& world) {
        {
            b2BodyDef bd;
            b2Body * ground = world.CreateBody(&bd);

            b2EdgeShape* shape = new b2EdgeShape();
            shape->Set(b2Vec2(-40, 0), b2Vec2(40, 0));
            ground->CreateFixture(shape, 0.0f);
            delete shape;
        }

        {
            b2CircleShape * shape = new b2CircleShape();
            shape->m_radius = 1;

            b2FixtureDef fd;
            fd.shape = shape;
            fd.density = 1.0f;

            const int length = 7;
            float restitution[length] = {0, 0.1f, 0.3f, 0.5f, 0.75f, 0.9f, 1.0f};
            
            for (int i = 0; i < length; i++) {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(-10.0f + 3.0f * i, 20.0f);

                b2Body * body = world.CreateBody(&bd);
                fd.restitution = restitution[i];
                body->CreateFixture(&fd);
            }

            delete shape;
        }
    }
开发者ID:aevum,项目名称:libgdx-cpp-tests,代码行数:35,代码来源:VaryingRestitution.cpp

示例2: addStaticShapes

void addStaticShapes(b2World& world)
{

	ShapeFactory factory { constants::RENDER_SCALE };
	// Add the nondestructible screen edges
	std::vector<b2Vec2> boundaryPoints =
	{ b2Vec2{ 0.0f, 0.0f }, b2Vec2{ 0.0f, screenHeight },
	b2Vec2{ screenWidth, screenHeight }, b2Vec2{ screenWidth, 0.0f } };
	auto boundaryShape = factory.chain(boundaryPoints.data(), boundaryPoints.size());

	b2BodyDef boundaryDef;
	b2Body* boundaryBody = world.CreateBody(&boundaryDef);
	auto boundaryFixture = boundaryBody->CreateFixture(boundaryShape.get(), 0.0f);
	auto filter = boundaryFixture->GetFilterData();
	filter.categoryBits = Shape::normal;
	boundaryFixture->SetFilterData(filter);

	// Add a destructible polygon
	std::vector<b2Vec2> polygonPoints =
	{ b2Vec2{ screenWidth * 0.1f, screenHeight * 0.4f },
	b2Vec2{ screenWidth * 0.1f, screenHeight * 0.95f },
	b2Vec2{ screenWidth * 0.9f, screenHeight * 0.95f },
	b2Vec2{ screenWidth * 0.9f, screenHeight * 0.7f },
	b2Vec2{ screenWidth * 0.4f, screenHeight * 0.4f } };

	auto polygonShape = factory.chain(polygonPoints.data(), polygonPoints.size());
	b2BodyDef polygonDef;
	b2Body* polygonBody = world.CreateBody(&polygonDef);
	auto polygonFixture = polygonBody->CreateFixture(polygonShape.get(), 0.0f);
	filter.categoryBits = Shape::destructible;
	polygonFixture->SetFilterData(filter);
}
开发者ID:ZhangYunjie,项目名称:DestructibleBox2D,代码行数:32,代码来源:main.cpp

示例3: createWorld

    void createWorld (b2World& world) {
        m_stepCount = 0;
        m_angularVelocity = 0;
        {          
            b2BodyDef bd;
            bd.position.Set(0, 0);
            b2Body * body = world.CreateBody(&bd);

            b2PolygonShape * shape = new b2PolygonShape();
            shape->SetAsEdge(b2Vec2(-10, 0), b2Vec2(10, 0));
            body->CreateFixture(shape, 0);

            shape->SetAsBox(0.2f, 1.0f, b2Vec2(0.5f, 1.0f), 0);
            body->CreateFixture(shape, 0);
            delete shape;
        }

        {
            b2BodyDef bd;
            bd.type = b2_dynamicBody;
            bd.position.Set(0, 20);

            b2PolygonShape * shape = new b2PolygonShape();
            shape->SetAsBox(2, 0.1f);

            m_body = world.CreateBody(&bd);
            m_body->CreateFixture(shape, 1);

            m_angularVelocity = 33.468121f;
            m_body->SetLinearVelocity(b2Vec2(0, -100));
            m_body->SetAngularVelocity(m_angularVelocity);
            delete shape;
        }
    }
开发者ID:,项目名称:,代码行数:34,代码来源:

示例4: createWorld

    void createWorld (b2World& world) {
        {
            b2BodyDef bd;
            b2Body * ground = world.CreateBody(&bd);

            b2EdgeShape* shape = new b2EdgeShape();
            shape->Set(b2Vec2(-40, 0), b2Vec2(40, 0));
            ground->CreateFixture(shape, 0);
            delete shape;
        }

        {
            b2CircleShape * shape = new b2CircleShape();
            shape->m_radius = 1.0f;

            for (int i = 0; i < e_count; i++) {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(0, 4.0f + 3.0f * i);
                b2Body * body = world.CreateBody(&bd);
                body->CreateFixture(shape, 1.0f);
            }

            delete shape;
        }
    }
开发者ID:aevum,项目名称:libgdx-cpp-tests,代码行数:26,代码来源:SphereStack.cpp

示例5: GameObject

GravityChanger::GravityChanger(b2World& world, float x, float y, bool flipped) : GameObject(world, x, y, "GravityChanger", new GravityChangerDrawable(x,y)), flipped(flipped) {
	b2BodyDef bodyDef;
	bodyDef.position.Set(x,y);
	b2Body* body_ptr=world.CreateBody(&bodyDef);
	b2PolygonShape shape1;
	shape1.SetAsBox(1.0f, 0.5f);
	check1=body_ptr->CreateFixture(&shape1,0.0f);
	b2PolygonShape shape2;
	shape2.SetAsBox(0.4f, 1.0f, b2Vec2(-1,-0.5f), 0);
	b2PolygonShape shape3;
	shape3.SetAsBox(0.4f, 1.0f, b2Vec2(1,-0.5f), 0);
	body_ptr->CreateFixture(&shape2,0);
	body_ptr->CreateFixture(&shape3,0);
	bodies.push_back(PhysBody(body_ptr, body_ptr->GetPosition(), body_ptr->GetAngle()));

	


	b2BodyDef bodyDef2;
	bodyDef2.position.Set(x,y-1.5f);
	bodyDef2.type = b2_dynamicBody;
	b2Body* button_ptr=world.CreateBody(&bodyDef2);
	button_ptr->SetGravityScale(0);
	b2PolygonShape buttonshape;
	buttonshape.SetAsBox(0.5f,0.5f);
	check2=button_ptr->CreateFixture(&buttonshape, 0);
	button_ptr->SetUserData(this);
	bodies.push_back(PhysBody(button_ptr, button_ptr->GetPosition(), button_ptr->GetAngle()));

	b2PrismaticJointDef prismDef;
	prismDef.bodyA = body_ptr;
	prismDef.localAnchorA = b2Vec2(0,-1);
	prismDef.bodyB = button_ptr;
	prismDef.localAnchorB = b2Vec2(0,0);
	prismDef.localAxisA = b2Vec2(0,1);
	prismDef.upperTranslation =1;
	prismDef.lowerTranslation =-0.5f;
	prismDef.enableLimit=true;
	prismDef.collideConnected=true;
	prismDef.enableMotor = true;
	prismDef.maxMotorForce=25;
	prismDef.motorSpeed=-3;
	world.CreateJoint(&prismDef);
	if (flipped) {
		bodies[0].body_ptr->SetTransform(bodies[0].original_pos-b2Vec2(0,1.5f), 3.14159);
		bodies[0].original_pos=bodies[0].body_ptr->GetTransform().p;
		bodies[0].original_rot=3.14159;

		bodies[1].body_ptr->SetTransform(bodies[1].original_pos+b2Vec2(0,1.5f), bodies[1].original_rot);
		bodies[1].original_pos=bodies[1].body_ptr->GetTransform().p;
	}
}
开发者ID:SnowblindFatal,项目名称:tim,代码行数:52,代码来源:GameObject.cpp

示例6: create

void FlipperRight::create(b2World& World, int MouseX, int MouseY)
{
    //FLIPPER
    vertices[0].Set(0, -0.1);
    vertices[1].Set(-2, 0);
    vertices[2].Set(-2, 0.25);
    vertices[3].Set(0, 0.35);

    BodyDef.position = b2Vec2(MouseX/SCALE, MouseY/SCALE);
    BodyDef.type = b2_dynamicBody;
    Body = World.CreateBody(&BodyDef);
    Shape.Set(vertices, 4);
    FixtureDef.shape = &Shape;
    FixtureDef.density = 1.f;
    Body->CreateFixture(&FixtureDef);


    polygon.setPointCount(4);
    polygon.setPoint(0, sf::Vector2f( 0*SCALE,  -0.1*SCALE));
    polygon.setPoint(1, sf::Vector2f( -2*SCALE,  0*SCALE));
    polygon.setPoint(2, sf::Vector2f( -2*SCALE,  0.25*SCALE));
    polygon.setPoint(3, sf::Vector2f( 0*SCALE,  0.35*SCALE));
    polygon.setFillColor(sf::Color(0,206,209));

    //WALL
    BodyDef2.position = b2Vec2((MouseX+42)/SCALE, (MouseY-15)/SCALE);
    BodyDef2.type = b2_staticBody;
    Body2 = World.CreateBody(&BodyDef2);
    Shape2.SetAsBox((90/2)/SCALE, (10/2)/SCALE);
    FixtureDef2.density = 1.f;
    FixtureDef2.shape = &Shape2;
    Body2->CreateFixture(&FixtureDef2);
    Body2->SetTransform(Body2->GetPosition(), -0.4);

    rect.setSize(sf::Vector2f(90, 10));
    rect.setOrigin(90/2, 10/2);
    rect.setFillColor(sf::Color(0,206,209));

    //JOIN
    jointDef.Initialize(Body, Body2, b2Vec2(MouseX/SCALE,MouseY/SCALE));
    jointDef.lowerAngle = -0.12f * b2_pi;
    jointDef.upperAngle = 0.12f * b2_pi;
    jointDef.enableLimit = true;
    jointDef.maxMotorTorque = 150.0f;
    jointDef.motorSpeed = 2.f;
    jointDef.collideConnected = false;
    jointDef.enableMotor = true;

    joint = (b2RevoluteJoint*)World.CreateJoint(&jointDef);

}
开发者ID:Neragoth,项目名称:PinballPTUT,代码行数:51,代码来源:FlipperRight.cpp

示例7: Initialize

void Enemy::Initialize(b2World& world, b2Vec2 position) {
	bodyDef.position = position;
	bodyDef.type = b2_dynamicBody;
	bodyDef.fixedRotation = true;
	body = world.CreateBody(&bodyDef);

	Convert convert;
	b2Vec2 vs0, vs1, vs2, vs3;

	b2Vec2* vs = new b2Vec2[4];
	vs0 = convert.CoordPixelsToWorld(0, 50, 50.0f, 50.0f);
	vs1 = convert.CoordPixelsToWorld(0, 0, 50.0f, 50.0f);
	vs2 = convert.CoordPixelsToWorld(50, 0, 50.0f, 50.0f);
	vs3 = convert.CoordPixelsToWorld(50, 50, 50.0f, 50.0f);
	vs[0].Set(vs0.x, vs0.y);
	vs[1].Set(vs1.x, vs1.y);
	vs[2].Set(vs2.x, vs2.y);
	vs[3].Set(vs3.x, vs3.y);
	shape.Set(vs, 4);
	delete vs;

	fixtureDef.density = 1.0f;
	fixtureDef.friction = 0.0f;
	fixtureDef.shape = &shape;
	body->CreateFixture(&fixtureDef);

	b2Fixture* enemySensorFixture = body->CreateFixture(&fixtureDef);
	ContactUserData* cud = new ContactUserData();
	cud->type = ContactUserData::Type::ENEMY;
	cud->data = this;
	enemySensorFixture->SetUserData(cud);
}
开发者ID:JGeyer,项目名称:Game-Platform,代码行数:32,代码来源:Enemy.cpp

示例8: make

void Circle::make(b2World& w) {
	// shape
	b2CircleShape circle;
	circle.m_radius = PIXELS_TO_METERS(radius);
	
	
	// body
	if(!body_type_set) {
		if(density == 0.0f) {
			body_def.type = b2_staticBody;
		}
		else {
			body_def.type = b2_dynamicBody;
		}
	}
	body = w.CreateBody(&body_def);
	
	// fixture
	fixture_def.shape = &circle;
	fixture_def.density = density;
	fixture_def.friction = friction;
	fixture_def.restitution = restitution;
	body->CreateFixture(&fixture_def);
//	body->CreateFixture(&circle, 10);

}
开发者ID:arneboon,项目名称:roxlu,代码行数:26,代码来源:Circle.cpp

示例9: gravity

void box2d_basicApp::setup()
{
	b2Vec2 gravity( 0.0f, 5.0f );
	mWorld = new b2World( gravity );

	b2BodyDef groundBodyDef;
	groundBodyDef.position.Set( 0.0f, getWindowHeight() );
	b2Body* groundBody = mWorld->CreateBody(&groundBodyDef);

	// Define the ground box shape.
	b2PolygonShape groundBox;

	// The extents are the half-widths of the box.
	groundBox.SetAsBox( getWindowWidth(), 10.0f );

	// Add the ground fixture to the ground body.
	groundBody->CreateFixture(&groundBox, 0.0f);

	//auto ctx = audio::Context::master();
	//auto sourceFile = /*, ctx->getSampleRate()*/);//(app::loadResource("1.wav"));
//audio::BufferRef buffer = sourceFile->loadBuffer();
//    mBufferPlayerNode = ctx->makeNode( new audio::BufferPlayerNode( buffer ) );
//    // add a Gain to reduce the volume
//    mGain = ctx->makeNode( new audio::GainNode( 0.5f ) );
//    // connect and enable the Context
//    mBufferPlayerNode >> mGain >> ctx->getOutput();
//    ctx->enable();

	//float volume = 1.0f - (float)event.getPos().y / (float)getWindowHeight();
	//float pan = (float)event.getPos().x / (float)getWindowWidth();
	//mVoice->setVolume( volume );
	//mVoice->setPan( pan );

	new_game();
}
开发者ID:gitter-badger,项目名称:cpp-tetris,代码行数:35,代码来源:box2d_basicApp.cpp

示例10: createBodies

  void createBodies( b2World& world )
  {
    process();
    if ( hasAttribute( ATTRIB_DECOR ) ){
      return; //decorators have no physical embodiment
    }
    int n = m_shapePath.numPoints();
    if ( n > 1 ) {
      b2BodyDef bodyDef;
      bodyDef.position = m_origin;
      bodyDef.position *= 1.0f/PIXELS_PER_METREf;
      bodyDef.userData = this;
      if ( m_attributes & ATTRIB_SLEEPING ) {
	bodyDef.isSleeping = true;
      }
      m_body = world.CreateBody( &bodyDef );
      for ( int i=1; i<n; i++ ) {
	BoxDef boxDef;
	boxDef.init( m_shapePath.point(i-1),
		     m_shapePath.point(i),
		     m_attributes );
	m_body->CreateShape( &boxDef );
      }
      m_body->SetMassFromShapes();

    }
    transform();
  }
开发者ID:Summeli,项目名称:numptyphysics-symbian,代码行数:28,代码来源:Scene.cpp

示例11: file

DynamicBox::DynamicBox(std::string name, float x, float y, float rotation, b2World& world) : Collidable(name)
{
    std::ifstream file(name.c_str());
    float density;
    float friction;
    std::string fileName;
    file >> fileName >> density >> friction;


    sprite.setTexture(rm->getTexture(fileName));
    float width = sprite.getGlobalBounds().width;
    float height = sprite.getGlobalBounds().height;

    sprite.setPosition(x, y);
    sprite.setOrigin(width/2.f, height/2.f);

    DEF.position.Set((x+width/2.f)/PPM, (y+height/2.f)/PPM);
    DEF.type = b2_dynamicBody;
    DEF.angle = rotation;
    DEF.linearDamping = 0.5f;

    SHAPE.SetAsBox(width/2.f/PPM, height/2.f/PPM);

    body = world.CreateBody(&DEF);

    FIX.shape = &SHAPE;
    FIX.density = density;
    FIX.friction = friction;
    //FIX.linearDamping = .2;
    FIX.restitution = 0.0;

    body->CreateFixture(&FIX);
    body->SetUserData(this);
}
开发者ID:jeanfbrito,项目名称:box2dgame,代码行数:34,代码来源:DynamicBox.cpp

示例12:

Object::Object(sf::Vector2f s, sf::Color c, b2World& w, sf::Vector2f p)
{

	objectType t = player;
	m_type = t;

	n++;

	shape.setSize(s);
	shape.setOrigin(s.x/2, s.y/2);

	shape.setFillColor(c);

	bodyDef.type = b2_dynamicBody;

	if(p.x == 0)
		bodyDef.position.Set(toB2(300), -toB2(300.0f/30-n*5));
	else
		bodyDef.position.Set(toB2(p.x), -toB2(p.y));

	dynamicBody.SetAsBox(toB2(10.0f), toB2(10.0f));

	fixtureDef.shape = &dynamicBody;
	fixtureDef.density = 0.3f;
	fixtureDef.friction = 0.5f;

	body = w.CreateBody(&bodyDef);
	body->CreateFixture(&fixtureDef);

	hitbox.setSize(shape.getSize());
	hitbox.setOutlineColor(sf::Color::Red);
	hitbox.setPosition(shape.getPosition());
	hitbox.setOutlineThickness(1);
}
开发者ID:porthog,项目名称:Scroller,代码行数:34,代码来源:Object.cpp

示例13: gravity

void
ConfinementTests::SetUp()
{
	// Define the gravity vector.
	b2Vec2 gravity(0.0f, -10.0f);

	// Construct a world object, which will hold and simulate the rigid bodies.
	m_world = new b2World(gravity);

	// Create the ground body
	const b2BodyDef groundBodyDef;
	m_groundBody = m_world->CreateBody(&groundBodyDef);

	// Create the particle system
	b2ParticleSystemDef particleSystemDef;
	particleSystemDef.radius = 0.01f;
	m_particleSystem = m_world->CreateParticleSystem(&particleSystemDef);

	// Create particles
	b2ParticleGroupDef particleDef;
	b2PolygonShape particleShape;
	particleShape.SetAsBox(WIDTH, HEIGHT);
	particleDef.shape = &particleShape;
	m_particleGroup = m_particleSystem->CreateParticleGroup(particleDef);
}
开发者ID:383530895,项目名称:liquidfun,代码行数:25,代码来源:ConfinementTests.cpp

示例14: SetWorld

void JointPlatform::SetWorld(b2World & world)
{
	
	_pBody = world.CreateBody(&_bodyDef);
	_pBody->CreateFixture(&_fixtureDef);

	_pJointBody = world.CreateBody(&_jointBodyDef);
	_pJointBody->CreateFixture( &_jointFixtureDef);

	_jointDef.bodyA = _pBody;
	_jointDef.bodyB = _pJointBody; 
	_jointDef.localAnchorA = _pBody->GetLocalCenter() ;
	_jointDef.localAnchorB = _pJointBody->GetLocalCenter();

	_pJoint = (b2RevoluteJoint *)world.CreateJoint(&_jointDef);
}
开发者ID:Wajiimalik,项目名称:GamePlayground,代码行数:16,代码来源:JointPlatform.cpp

示例15: make

void Rectangle::make(b2World& w) {

	// shape
	b2PolygonShape shape;
	shape.SetAsBox(PIXELS_TO_METERS(hw),PIXELS_TO_METERS(hh));
	
	// body
	if(!body_type_set) {
		if(density == 0.0f) {
			body_def.type = b2_staticBody;
			printf("Creating static rect.\n");
		}
		else {
			body_def.type = b2_dynamicBody;
		}
	}

	body_def.position.Set(PIXELS_TO_METERS(x+hw), PIXELS_TO_METERS(y+hh));
	body = w.CreateBody(&body_def);

	// fixture
	fixture_def.shape = &shape;
	fixture_def.density = density;
	fixture_def.friction = friction;
	fixture_def.restitution = restitution;
	body->CreateFixture(&shape, 0.0f);
}
开发者ID:arneboon,项目名称:roxlu,代码行数:27,代码来源:Rectangle.cpp


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