问题
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.
EDIT:
I have found this:
http://blog.csdn.net/tian2kong/article/details/20386213
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();
}
And also have done this:
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);
And it worked! But when I addChild a sprite, the shapes stay blow my sprites. How to bring them front?
回答1:
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);
Then add the draw method.
void HelloWorld::draw()
{
kmGLPushMatrix();
H_world->DrawDebugData();
kmGLPopMatrix();
}
Don't forget to include GLES-Render.h
回答2:
You CANNOT bring bodies to front. if you want to see your bodies behind your sprites you can set their opacity as sprite->setOpacity(100).
i use the following code to draw
void GameLayer:: setPhysics() {
b2Vec2 gravity = b2Vec2(0.0f,0.0f);// Initializing World
world = new b2World(gravity);
m_debugDraw = new GLESDebugDraw( PTM_RATIO );
world->SetDebugDraw(m_debugDraw);
world->SetAllowSleeping(false);
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);
contactListener = new MyContactListener(this);
world->SetContactListener(contactListener);
}
which is same as yours.... can you please xplain your problem a bit more
回答3:
For Debug Draw You Need Two File
File Download Link
After that
Inclue that file
and create a Vaiable in .h file
GLESDebugDraw *debugDraw;
and in .ccp file
b2Vec2 gravity;
gravity.Set(0.0f, -9.8f);
this->world = new b2World(gravity);
this->debugDraw = new GLESDebugDraw(PTM_RATIO);
this->world->SetDebugDraw(debugDraw);
uint32 flags = 0 ;
flags += b2Draw::e_shapeBit ;
flags += b2Draw::e_jointBit;
// flags + = b2Draw :: e_aabbBit;
// flags + = b2Draw :: e_pairBit;
flags += b2Draw::e_centerOfMassBit;
this->debugDraw->SetFlags (flags);
in . h file
void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags);
in .cpp
void HelloWorld::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
Layer::draw(renderer, transform, flags);
Director* director = Director::getInstance();
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION );
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
world->DrawDebugData();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
NOW Enjoy Debug draw
回答4:
You could simply add another layer above your current layer.
And you can add the code you post here in the up layer then everything should be working.
来源:https://stackoverflow.com/questions/22282391/how-to-enable-box2d-debug-draw-with-coco2d-x-3-0-beta-2