如何使用Coco2d-x 3.0 beta 2启用Box2d调试绘图 [英] How to enable Box2d debug draw with Coco2d-x 3.0 beta 2
问题描述
如何使用Cocos2d-x 3.0启用调试绘图?有一些代码可以在cocos2d-x 2.0上实现,但它们甚至都不能在Cocos2d-x上编译。不幸的是,我对cocos2d-x和Box2d都是陌生的,我不知道如何移植它们。如果您将共享如何绘制形状的方法,那将很棒。
How I should enable debug draw with Cocos2d-x 3.0? There are some codes that do that with cocos2d-x 2.0 but they don't even compile on Cocos2d-x. Unfortunately I am new to both cocos2d-x and Box2d and I don't know how to port them. That would be great if you would share the method how you draw shapes.
编辑:
我发现
http:// blog.csdn.net/tian2kong/article/details/20386213
我已覆盖抽奖
我的应用程序的主要方法 Layer
像这样:
I have overridden the draw
method of my applications main Layer
like this:
void HelloWorld::draw()
{
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION);
kmGLPushMatrix();
m_world->drawDebugData();
kmGLPopMatrix();
}
而且还这样做:
GLESDebugDraw *debugDraw = new GLESDebugDraw(PTM_RATIO);
m_world.SetDebugDraw(debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
/*
flags += b2Draw::e_jointBit;
flags += b2Draw::e_centerOfMassBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
*/
debugDraw->SetFlags(flags);
而且有效!但是,当我将子对象添加为child时,形状保持不变。
And it worked! But when I addChild a sprite, the shapes stay blow my sprites. How to bring them front?
推荐答案
打开焦点并搜索GLES-Render.cpp。该文件将位于cocos2dx文件夹中的路径中。打开封闭的文件夹,然后将文件GLES-Render.h和GLES-Render.cpp拖到项目中。
然后在init方法中添加以下代码
Open spotlight and search for GLES-Render.cpp. This file will be there in a path in the cocos2dx folder. Open the enclosing folder and drag the files GLES-Render.h and GLES-Render.cpp to the project. Then add the following code in the init method
b2Draw *m_debugDraw = new GLESDebugDraw(PTM_RATIO);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
flags += b2Draw::e_jointBit;
flags += b2Draw::e_aabbBit;
flags += b2Draw::e_pairBit;
flags += b2Draw::e_centerOfMassBit;
m_debugDraw->SetFlags(flags);
H_world->SetDebugDraw(m_debugDraw);
然后添加绘制方法。
void HelloWorld::draw()
{
kmGLPushMatrix();
H_world->DrawDebugData();
kmGLPopMatrix();
}
别忘了包含GLES-Render.h
Don't forget to include GLES-Render.h
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