我想在与物体发生碰撞后旋转精灵并向前移动。碰撞必须使用Box2d,因为我需要像素完美的碰撞。我有头和实现类的contactlistener,但我如何实现它在主类?
my .h file for contact listener
#import "Box2D.h"
#import <vector>
#import <algorithm>
struct MyContact {
b2Fixture *fixtureA;
b2Fixture *fixtureB;
bool operator==(const MyContact& other) const
{
return (fixtureA == other.fixtureA) && (fixtureB == other.fixtureB);
}
};
class MyContactListener : public b2ContactListener {
public:
std::vector<MyContact>_contacts;
MyContactListener();
~MyContactListener();
virtual void BeginContact(b2Contact* contact);
virtual void EndContact(b2Contact* contact);
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
};
这是我的。m文件的联系人监听器
#import "MyContactListener.h"
MyContactListener::MyContactListener() : _contacts() {
}
MyContactListener::~MyContactListener() {
}
void MyContactListener::BeginContact(b2Contact* contact) {
// We need to copy out the data because the b2Contact passed in
// is reused.
MyContact myContact = { contact->GetFixtureA(), contact->GetFixtureB() };
_contacts.push_back(myContact);
}
void MyContactListener::EndContact(b2Contact* contact) {
MyContact myContact = { contact->GetFixtureA(), contact->GetFixtureB() };
std::vector<MyContact>::iterator pos;
pos = std::find(_contacts.begin(), _contacts.end(), myContact);
if (pos != _contacts.end()) {
_contacts.erase(pos);
}
}
void MyContactListener::PreSolve(b2Contact* contact, const b2Manifold* oldManifold) {
}
void MyContactListener::PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) {
}
在主类中我有
contactListner = new MyContactListener;
world->SetContactListener(contactListner);
在此之后,我如何检查调度程序方法中的冲突?
Thanks for the help
在调度方法中,循环遍历联系人,检查碰撞是否ok:
for(pos = _contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
if(contact->fixtureA == ball && contact->fixtureB == wall){
//Do something
}
}